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A Study of Espionage Missions
By Oystein at 2004-09-28 00:00
Prices:
Parameters:
dist - distance from actual city or capital to your nearest city
pop - size of actual city or capital
level - level of settlement, 1 for town, 2 for city and 3 for metropol
opp_cult - opponents culture
your_cult - your culture
techs - number of opponents techs
units - total number of opponents units
shield - number of shields the opponent have invested

Factors found in editor:
base - base cost
mapsize - average of width and height
techrate - factor based on world size

Code:

Mission          Base      Cost formula
Build an Embassy       20     dist*level + base + pop
Investigate City       10     dist*level + base * pop
Steal Technology       10     dist*level + base * techs*techrate/100
Steal World Map         1     dist*level + base * mapsize
Plant Spy              60     dist*level + base
Steal Plans            10     dist*level + base * unit
Initiate Propaganda   100     dist*level + base * pop * (1 + opp_cult/your_cult)
Sabotage Production    10     dist*level + base * shield
Expose Enemy Spy       80     dist*level + base
For the misson where there is a choice of risk, multiply by 3/2 for carefully and 2 for safely.


Success chance
Build an Embassy and
Investigate City
Always succeed

Plant Spy
[Embassy 50%]
[Conscript spy 20%]
Regular spy 50%
Veteran spy 60%
[Elite spy 75%]
If a spy plant fails you will get a flag saying so. You cant plant a spy when flagged. There is a chance of 1/3 for the flag to disappear each turn. Failing other spy mission, does not trigger the flag. You can plant a spy the same turn your spy has been exposed by a failed mission.

Steal Technology,
Steal World Map,
Steal Plans
and
Sabotage Production
Code:
Chance of getting away in %:
                Immidiate   Carefully     Safely
Embassy            40           55          65
Regular spy        60           75          85
Veteran spy        70           85          95
Its 80% chance of succeeding if not getting caught so:
Code:
Chance of succeding in %:
                Immidiate   Carefully     Safely
Embassy            32           44          52
Regular spy        48           60          68
Veteran spy        56           68          76
Expose Enemy Spy
Same probabilities as above, except you always fail if the enemy does not have a spy.

Initiate Propaganda
You will never get caught

The chance of persuading each citizen are:

spy + government + culture - 5 * units - improvment - capital + nationality

Where:
spy - 10 for veteran spies, 0 for regular
improvment - 20 if the city has courthouse, 0 otherwise (This is not cumultative)
capital - 40 for the capital, 0 otherwise
units - number of units in garison
nationality - 20 for your own citizen, 0 otherwise.

The government and culture factor are found in the editor.
Code:
Government modifier
         Anarchy Desp  Monarchy Comm   Rep    Demo  Fascism Feud
Anarchy      0      0      0      0      0   [  0]     0      0
Despotism   15      0    -10    -15    -20   [-30]     0      0
Monarchy    20     15      0     -5    -10   [-25]     0      0
Communism   25     20      5      0    -10   [-20]     0      0
Republic    30     25     10      8      0   [ -5]     0      0
Democracy   35     30     20     10      5   [  0]     0      0
Fascism      0      0     -5    -20    -10   [-10]     0      0
Feudalism   20     15      0    -10    -10   [-20]   -25      0
Democracy is immune against propaganda. But for some reason other governments have a modifier against demo. I have no idea why, but I included it just for fun.
Code:
Culture factors
Disdainful     3
Dismissive     5
Unimpressed   10
Impressed by  20
Admires of    25
In awe of     30
If at least 3/4 of the citizen are persuading, the city will flip. This makes it easier to flip a city of size 4n, than a city of size 4n-1, and in some situation even 4n-2. If the chance of confusing 1 citizen is greater than 1/3, it will be easier to flip a city of size 4 than 2.

If the city does not flip, the persuaded citizen will be confused. Each will give 1 unhappy face. The number of confused citizen are reduced by 1 for each turn. It is not cumultative, if there allready are confused citizen in the city, it will be raised to the number of persuaded citizen or stay the same.

The flip chance are not affected by previous propaganda.

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