Discussion in 'Civ3 Strategy Articles' started by Oystein, Aug 15, 2004.
Oystein, what do you mean with 'techs - no of opponents techs' and 'techrate' in your article?
techs - how many techs the opponent have
techrate - factor based on world size, found in the editor
If you expose a spy, you could succeed and be caught at the same time.
But in effect, assuming the rival has deadsure a spy planted, does this mean I could succesfully expose a spy at 80%-chance, no matter how much gold I spent (immediate/careful/safe)?
The "chance of getting away" should be "chance of exposing". And if exposed there is still a chance of getting caught (90%).
I have to check this better when I get time, but I think I wait till after my exams.
This is very great and usefull work!
couple other modding questions
1. similar to the effect of the 'conscript' and 'elite' spy, what about the effect of using diplomats to do propaganda (as well as the modifications for different levels of diplomat)
2. are Improvements that are 'resistant to propaganda' cumulative?
and a non modding Q
Are citizens of your own nationality more susceptible to propaganda?
Seems like the effect of spy level/embassy are:
I was surprised of how good the emassy worked.
Maybe. At least if they also are resisting. I will try to figure out exactly why it was easier to flip the newly captured city. (The difference was 20%)
Yeah, an embassy is -20 for the other missions
Do the experience levels have the same effect for all missions? (since Veteran seems to)
Also do they have the same effect whether it is a Veteran Spy or a Veteran Embassy? (ie are they both 10% than a Regular Spy or Regular Embassy)
Because if that is true, then the Mission successes would be:
Success % = 100
Success %=50 + Experience if Not Flagged
( I wonder if this can Be a 'Diplomat' Mission in the Editor (or if establishing an embassy could be a 'Spy' mission))
Avoiding Capture %=40 + 20 if Spy + Experience + Caution
Success%= 80% If Capture Avoided
Success % (per citizen)=Experience + government + culture - 5 * units - improvement - capital + nationality or resistance
I think your guess is right.
I have tested success chance of an elite embassy
Spy planting had a chance of 75%
Tech, map and plan stealing and sabotage had a chance of 65%
Both fits your formula.
And for the propagande. There is no difference between resisting/normal citizen. It is the natiolality.
Neat (so assimilation can actually mean something effective)
Thanks from all the modders out there
We are pretty much doing a case study in propaganda in the SG Mic8 - The Gnomes of Zurich
feel free to stop by to give us some pointers or check out our progress as confirmation of your research. we are going for domination but will rely on flips initiated by propaganda instead of military. Microbe just flipped 2 towns during his last turnset
On Propaganda resistance buildings stacking, Cyberchrist in another thread in the Creation and Customization forum claimed they did stack
I am very sad because I have three turns to plant a spy then sabotage production in a UN city. Will the "flag" dissappear? (just tried to plant one this turn, and it failed).
3 turns? That gives you a chance of about 70% to plant a spy if you try in every turn. Of course, you have to succeed on sabotageing too, but if the first attempt fail, you could try to plant a spy again in the same turn since faild sabotage misson dont trigger the flag.
A propaganda attempt might save you a little time. Even if the chance for a flip is practical 0, you can confuse some people delaying the UN. But the opponent dont need that many units in garnison to prevent any effect.
Even with a 70% chance I still didn't manage to do it . Thanks anyway, and great article .
What do you mean, plant spy embassy? How do you plant a conscript spy? How do you plant a elite spy?
You can only plant spies with regular and veteran spy in an unmodded game.
It is possible make a mod where some government have conscript or elite spies. It is also possible to add "plant spy" as an embassy option.
How long should one wait after they failed to plant a spy before trying to plant another one?
"Failed" flag have 33% chanse to disappear every turn, so I think 3 turns are enourg. Also, gift 100 gold to AI before you will plant spy, it will help with attitude, and he maybe will not declare war on you. You should do it just once per game, and don't gift more then 100g, it will do the same effect.
What is the point of expose enemy spy? I tried that in a game a bunch of times once, every time It just pissed off the enemy and caused them to go to war with me. I never got a message of whether I even ever had a spy planted on me.
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