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: [b][size=3] Mission Base Cost formula[/size][/b] 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: [b][size=3]Chance of getting away in %:[/size][/b] 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: [b][size=3]Chance of succeding in %:[/size][/b] 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: [b][size=3]Government modifier[/size][/b] [b] Anarchy Desp Monarchy Comm Rep Demo Fascism Feud[/b] [b]Anarchy[/b] 0 0 0 0 0 [ 0] 0 0 [b]Despotism[/b] 15 0 -10 -15 -20 [-30] 0 0 [b]Monarchy[/b] 20 15 0 -5 -10 [-25] 0 0 [b]Communism[/b] 25 20 5 0 -10 [-20] 0 0 [b]Republic[/b] 30 25 10 8 0 [ -5] 0 0 [b]Democracy[/b] 35 30 20 10 5 [ 0] 0 0 [b]Fascism[/b] 0 0 -5 -20 -10 [-10] 0 0 [b]Feudalism[/b] 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: [b][size=3]Culture factors[/size][/b] 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.