#### Oystein

##### Warlord

**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 Plansand

Steal World Map,

Steal Plans

**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
```

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
```

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 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.