thefusilier
Chieftain
Does the AI actually use spies for sure?
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.
Yes, if spying is unsuccessful, it can trigger a war.
I suspect it isn't random and works the same as asking their troops to leave.But when will they declare war if you fail at some espionage mission? What's the probability of them doing so?
The savings aren't marginal.Also losing a spy has some costs associated within. Planting a spy takes time and money. Due the failed spy plantation flag it can take many turns in which you will not have a spy. Having a spy however grants you some valuable information with no further costs attached to it. That might outweight the seemingly marginal savings from the cheaper attempt versions.
Immediately Carefully Safely
Embassy 3.1 3.4 3.8
Regular spy 2.1 2.5 2.9
Veteran spy 1.8 2.2 2.6
Immediately Carefully Safely
Embassy 0 0 0
Regular spy 3.3 1.7 0.9
Veteran spy 1.6 0.7 0.2
I suspect it isn't random and works the same as asking their troops to leave.
An average cost of stealing a tech with probability p would be [price / p].
I haven't tested it, but from my limited experience if AI doesn't declare on eviction they don't declare on any spy fails either. And vice versa.I don't know why you say that, have you tested it?
Having a bit of trouble with the math here.spy + government + culture - 5 * units - improvment - capital + nationality
In said city? Only the amount of military units(those that can give a content face in despotism etc.) in the city counts, just like with a regular flip.Iroquois has a total of 70 units
No, less means a lower chance of persuading. In practice propagada may cost about 20000 gold to induce a flip. It is not economical.If the standard order of operations is the right one though then that would mean HAVING a courthouse makes a city slightly easier to flip...?