A Study of Espionage Missions

Prices of Espionage Missions

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

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 mission where there is a choice of risk, multiply by 50% for carefully and double 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 can’t plant a spy when flagged. There is a chance of 1/3 for the flag to disappear each turn. Failing other spy missions 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

Chance of getting away in %:

              Immediate   Carefully   Safely
Embassy          40          55         65
Regular spy      60          75         85
Veteran spy      70          85         95

There is an 80% chance of succeeding if not getting caught, thus:

Chance of succeeding in %:

              Immediate  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 is:

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

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

The government and culture factor are found in the editor.

Government modifier

            Anarchy Desp Monarchy Comm  Republic Democracy 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.

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 cumulative, if there already are confused citizen in the city, it will be raised to the number of persuaded citizen or stay the same.

The flip chance is not affected by previous propaganda.

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