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Info: diplomats and spies - thread (apolyton.net) (discussion and instructions)

Nimrod: It also depends on your past relations with the civilisation applicable. If you've been friendly in the past, they are mjore likely to forgive future transgressions.

How does the program determine the number of partisans a given city produces? The manual: After you discover Guerrilla Warfare, the number of Partisans you receive when one of your cities is captured increases, while the number of Partisans your opponents receive when you capture one of their cities decreases. The number of Partisans that appears is based on a number of factors (random and otherwise), but the general rule is that the bigger the city, the more Partisans you receive at the time the city is captured.

Notes to the subvert city option: Blaupanzer: Note, if you bribe troops or a double-cost "No incident" bribe of a city, the treaty with the owning civ often disappears. Slowthinker: I have a suspicion that the cease fire always expires. Peace is cancelled sometimes.

5.1



5.2

Success (I don't mean survival) is guaranteed if noticed in the table and for following actions:

bribe unit, sabotage unit, establish embassy, investigate city, incite a revol t/subvert city (full success: with gold and advance plunder),poison water supply.



About spy in general

7.1 It is possible to divide spy's mission into three parts:

Firstly, a spy may be or may not to be captured before completing her mission.

Secondly, her attempt may be foiled by enemy dip/spy positioned in the city for steal technology/"any will do" mission only (see 11.2) she completes mission for all other missions Thirdly, she may be or may not to be captured after completing her mission.

7.2 ??? I never saw a dip/spy to be foiled in technology/"specify advance" mission

7.3 Spy may be lost (captured) in all dangerous actions (i.e. actions where a spy may be captured ): sabotage unit, steal technology, industrial sabotage, incite a revolt/subvert city, poison water supply. If she is not lost in that action, then she is moved to her nearest city, she gets veteran status and she loses remaining movements points.

7.4 Jeff B: Veterans are 50% more effective than non-vets when they perform any task.

SlowThinker: hmm, hmm...really ANY?



Sabotage unit

8.1 Spy may sabotage enemy's units. Attacked unit lose a half of remaining hit points (rounded down, not affected by veteran status).

8.11 How is the probability that a spy will survive a sabotage? (50%?) Does it depend on the Vet status?



Establish embassy

9. 1 Contrary to what the menu says, establishing an embassy costs a spy 1/3 of a movement point.



Investigate city

10.1 Contrary to what the menu says, investigating a city costs a spy 1/3 of a movement point.



Steal technology

11.1 Once you steal technology from certain city (with spy or diplomat), this city gets a flag that affects all next (for all remaining game??) tries (of ALL civs) to steal technology from this city: diplomats are prevented from doing it and spies are not able to precise an advance (citizens are "vigilent and wary" ).

Xin Yu : Some flags do disappear over time. I once had a civ occupied my city, but after several turns I could not buy it back for half price. I wonder there is a small chance each turn to eliminate the 'previous civ' flag. This could be also true for 'tech stolen' flag, or even trade merchandise availability.

11.2 Diplomats and Spies stationed in cities have a chance to thwart "steal technology" attempts by enemy diplomats/spies (message: "espionage attempt foiled..." ). Diplomat (or veteran diplomat) has a 20% chance to do so per attempt, spy have 40%, veteran spy 60%.

This feature is cumulated: for example, chance to steal with one diplomat in the city is 0.8 (100%-20%=80%), with one vet spy is 0.4. Therefore, the chance to steal is 12.8% (0.128=0.8*0.4*0.4) if one dip and two vet spies are in the city.

See 7.2

11.3 Dip/spy is useless against all other (except 11.2) actions of opponent's dips/spies(?). Steal technology/"specify advance" mission too??

11.4 If dip/spy is not succesfull due to 11.2, then dip/spy lose his remaining movement points only. No other effect: dip/spy survive and no international incident occurs.

11.5 Unknown: A sentried spy is as valuable as a fortified spy against espionage attempts. (However, you may prefer to have it fortified. Please see the threads about "veteran diplomats and spies".) (I don't understand it well. I found it in one Civ2-strategy-archived thread. But I didn't find a "veteran diplomats and spies" thread. I think that archived threads are sometimes lost.)

Smash: a diplomat seems to stand a better chance at thwarting if they are in "sleep" mode. Don't think this effects inciting revolts though.

11.6 If there is no technology to steal then dip/spy lose 1 movement point. No other effect.

11.12 Does success and survival of spy depend on number of thefts from a specific city? (is there "more flags"?)

11.13 How is probability to survive/to be succesfull in each situation (specify advance, first theft in a city, additional theft)? Do probabilities depend on those situations or not?

11.15 How veteran status affects success and survival?

11.16 How dip/spy choose an advance to steal? By "AI value" in rules.txt?

11.17 Do city walls affect probabilities? The Mad Viking: My son pointed out that his spies more often get captured when stealing tech / sabotaging a city that has walls. I have started paying attention to this and think he may be right.



Industrial sabotage

Thorough discussion and tests about sabotage are here:

debate: In response to the sabotage thing

Poisoning and sabotaging

12.1 An improvement will be destroyed or shield production will be set to zero ("production sabotaged" ).

12.2 It is not possible to sabotage SDI Defense, Palace a nd WoW's.

My Wife Hates CIV: hmmm.... out of more than 100 tests, I did destroy an SDI with a spy unit. ?? I can't figure out how to repeat it. It does not seem to matter what size the city is, techs the target civ has, units present or not... strange.

I setup a city size 1, gave it a SDI. Placed another CIV spy next to it and tried. 'SDI complex destroyed'. I was going to take a screen shot but figured it was easy to repeat again. I'm still playing with it.

12.3 With a spy you may choose between "give primary target" or "use her judgement".

("Primary target" is not an exact expression, "only target" would be better: spy will never try to sabotage other thing than primary target.)

12.4 If there is no improvement you can sabotage in the city, then dip or spy+"use her judgement" will repeatedly sabotage the production, although shield progress may be 0. You won't have the option between "give primary target" and "use her judgement" if spy is sabotaging.

12.5 Dip or spy+"use her judgement" will never sabotage a production if shield progress is 0 (except 12.4): it means only one such attack per turn.

12.13 Probability that spy+"use her judgement" will be captured is 50% for a non-vet spy and 25% for a vet spy.

12.11 What is the probability that spy+"give primary target" will be successfull?

12.12 What is the probability that spy+"give primary target" will be lost?(20%?)

12.14 What is the probability that diplomat/spy+"use her judgement" will choose to sabotage production?

12.15 Do all improvements have the same probability to be chosen for a diplomat/spy+"use her judgement" sabotage?

12.16 How veteran status affects success and survival? Scouse Gits says it affects success

12.17 If you choose "give primary target" against the capital or walled city, then a message "Attempting sabotage in enemy capital or against city walls is very risky" appears. How much it lowers probability of a success? Have city walls and capital similar effect in other types of missions?



Poison water supply

13.1 Spy may "Poison water supply" in a city. It decreases city size by 1.

13.2 It is not possible to poison if size of city is 1.

13.3 Probability that spy will be captured is 33% for a vet spy (doesn't depend on the capital status), 50% for a non-vet spy attacking non-capital, 67% for a non-vet spy attacking capital.