View Full Version : Assassin
Mexico Aug 28, 2006, 05:30 PM This thread is devoted to discussion about assassin unit (improvement, actions, etc..)
here is some ideas from old forum:
WarKirby:
Allow them to be built anywhere. Still restrict production to one city, but allow the player to choose which by building a national wonder. something like 'Assassin School'
Make seperate buttons for missions, instead of having them fortify in a city.
Have a price for each mission, like with spies.
Assasins should have a (initially small) chance to fail their mission.
When assasins fail, they should be interrogated, which would result in a negative modifier on relations with the target civ.
Have a city's security tighten up after an attack, so that the chance of success for subsequent attacks is reduced
Have lots of different missions, like:
Assassinate local leader- Causes Riots
Assassinate young prodigy- Resets target city's great person meter
Assassinate prominent researcher- Causes target Civ to lose research data
Steal research- Steals some research data
Bomb Public Areas- Causes more severe riots. (requires chemistry)
Destroy Cultural Icon- Damages culture in target city
Poison Water Supply- Increases unhealthiness in target city
Assassinate Merchants- Temporarily (10 turns) shuts down a trade route to target city
Tharn & jbolton0421:
is it possible to have certain buildings lower the chance of assassination?
ie. temple -5% courthouse -10% police station -10% cathedral-10%and so on-
showing how- law and order and shared info in the govt/religious sector could thwart attempts.
The police station/jail could lower the chance of attack.
Courthouse and religious buildings could shorten the length of rebellion.
storm6436 Sep 10, 2006, 07:59 PM Ok, maybe I'm being retarded, but how can I get the assassin into an enemy city? He attacks the units like a normal military unit instead of like the spy/informant... maybe I'm missing something.
MindProphetX Sep 10, 2006, 08:16 PM its probably because your at war with them, if that is the case than assassins aren't able to infiltrate an enemy city. possibly could be tweaked to allow assassinations based on xp
WarKirby Sep 12, 2006, 10:51 AM I think there should be lots of factors determining the chance of sucess
At a base, a lv1 asassin infiltrating an unguarded size 1 city with no buildings should always succeed.
-15% chance for city walls
-10% chance for each military unit stationed in the city
-5% each for various buildings like castle, courthouse, temple etc.
-10% for other spies stationed in city
-10% for each assasin attack on this city in the past 20 turns
-5% for each asassin attack on any other city owned by this civ in past 20t.
-10% if target civ is using nationalism, theocracy or police state civics.
-20% if you are at war with target civ
Now the good modifiers
+5% for each size of target city (more backalleys and shadows to hide in.)
+20% if you have open borders with target civ
+50% if target city is in anarchy.
+10% for each level of asassin.
Also, I think asassins need their own promotions, like:
Stealth (I, II, and III)
gives +20% chance of mission sucess per level
Survival (I, II, and III)
Gives +10% chance of sucess, and 20% chance to escape if mission fails. per level
Suicide Pill
No negative diplomatic modifier if asassin is caught
And finally, a 'Secret Police Center' bulding should be available, which would reduce the chance of enemy asassin success by 20%.
What does everyone think of these additional ideas?
WarKirby
storm6436 Sep 12, 2006, 01:12 PM I'd think city walls should only effect the assassin getting into the city.
Ok, another thing: Earlier in the thread, I asked about moving assassins into enemy cities... and then here you say something about open border agreements being a +% ... well, if you can't get an assassin into a city you're at war with... and you can't cross borders with him unless you have an open borders agreement... then what good does it do you? (For the most part, I built 1 assassin, couldn't get him into a city, and haven't used them since so I'm pretty ignorant about them... but at least I admit it.)
WarKirby Sep 12, 2006, 04:42 PM I'd think city walls should only effect the assassin getting into the city.
Getting into the city is part of success. The asassin would have to either bluff his way through the gate, or climb over the walls- both of which would be risky. Without walls, the asassin would be able to enter the city at the least guarded point, thus making success easier.
Ok, another thing: Earlier in the thread, I asked about moving assassins into enemy cities... and then here you say something about open border agreements being a +% ... well, if you can't get an assassin into a city you're at war with...
The idea would involve changing it so asassins can enter cities when you are at war with the target, it would just be harder.
and you can't cross borders with him unless you have an open borders agreement... then what good does it do you? (For the most part, I built 1 assassin, couldn't get him into a city, and haven't used them since so I'm pretty ignorant about them... but at least I admit it.)
Asassins do not need open borders to enter territory, as they are invisible to enemies. Like informants.
Hope that clears things up.
WarKirby
storm6436 Sep 12, 2006, 05:10 PM Weird. Maybe I'm on crack and imagining the wrong things. Well, I'll load up an autosave and crank out an assassin now that I'm home from work.
rockinroger Sep 13, 2006, 09:52 PM i vote for asassins to gain experience. its been my experience that they only last about three attempts. is there a reason they die off between 2-3 attempts at activation, so then i have to build another one in my capital city? perhaps they can gain experienced based on how long they have been in enemy territory. if a spy has not been exposed when in enemy territory, then arent they being successful? then maybe they wont allways die so fast. just my 2 cents worth
storm6436 Sep 13, 2006, 09:57 PM Coulda sworn that I got my assassin XP by killing workers making improvements :)
WarKirby Sep 27, 2006, 07:37 AM Another thought. Asassins should be able to open city gates during a siege, allowing your troops to ignore enemy walls when attacking for the duration of the turn.
Just as an alternative to throwing huge rocks at them:D
miserable09 Oct 27, 2006, 01:01 PM Hello,
On a previous game as England I had assassins that I could fortify in a rival city (clicking shield icon) and after two turns all hell would break loose.
Current game as Japan, my ninjas fortify in a city but nothing seems to happen except they can spy.
Is this normal?
-j
Harrier Feb 07, 2007, 05:05 PM Bump:
For the human player, assassins do work. That is, I do not try to enter a city of a Civ. I am at war with, as that is considered an attack.
But the barbarians have a problem with this. By default you are at war with a barbarian - so a barbarian assassin attacks a city and does not just enter it.
The assassin dies every time.
In the current game I am playing (gold version) - I have been attacked - to no avail - over six times by this unit.
So - is it possible to change the mod - so that barberian cities do not build assassins.
Darkphoenix Feb 09, 2007, 11:11 AM I too have problems ith assasins...
I believe they should be able to enter enemy territory, and I agree that they should have promotions all of their own.
I am playing Japan, and have noticed that the assasins do not always do anything. I discovered my problem was that I had put them in the city on turn A, Saved on turn B, Quit. Came back next day and nothing happens for five turns before I wake them and refortify. (Then they work)
Also, is there anywhere that explains how assasins work (Like why sometimes they come back to my capitol, sometimes they don't, What factors there are for successful missions...)
And about the Suicide Pill idea.. DO assasins ever get caught currently? I have never had anything besides: Assasin has failed mission. or Assasin has assainated the leader of Thebes, the populace is in a panic. or (best one) Assasin has stolen 1446 points of knowledge towards Gunpowder.
I apologize for my lengthy post...
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