Damn Diplomats

Comrade Pedro

High Partisan Commander
Joined
Dec 30, 2003
Messages
329
Location
Aveiro, Portugal
I'm invading a aztec territory with modern armies (carriers carrying stealth fighter and bombers for bombardment, along with AEGI cruisers and transports with, guess what, marines for amphibious assaults :)) and i conquered the first city very easily, because they aren't so modern than me. After that i take my time to organize another attack, but the damn aztec diplomatcs are walking throug my city and stealing techs and sabotaging...
Any tips for stoping this irritating diplomats?
 
You can stop tech stealing with dips or spies in your cities, and in demo you don't need to worry about revolts.

Just be glad they don't have spies...dips are one thing, but spies are another...just be glad they don't have spies...dips are one thing, but spies are another...
 
Thanks a lot. But the fact i have a diplomat in a city, allow the city to defend against tech steal?
 
How do i do that? By bribes?
 
Originally posted by Comrade Pedro
Thanks a lot. But the fact i have a diplomat in a city, allow the city to defend against tech steal?

Exactly.

Your diplomat has a certain % chance to stop their attempt of stealing your techs. The link above gives more specific numbers:

Here's the main post:

Originally posted by la fayette
A diplomat inside the city has a 20% chance to foil the attempt.
This grows to 40% with a spy and 60% with a vet spy.
It is also cumulative:
For example, with 2 vet spies inside the city, your chance to steal the tech is reduced to 0.4*0.4 = 0.16 :p
 
Cool! I'm running for the game to put 3 spies in the city!!!! (3 spies - 120%) :)
Now, another question: when we say that the spy will sabotage a certain building instead of leaving in his choise the spy will always be captured? I have do that before a few times and they caught him every time.
 
Can i create a vet spy without having communism?
 
3 spies will not make your cities invincible from tech theft, but each one has a chance to stop it. If you have 3 spies the comp. has .6*.6*.6=.216 chance of tech theft or about 1/5. You can never be 100% safe from tech theft, but you can get very close. You can get vet spies without commie, you just cannot make them. If a non vet spy survives a sabatoge, or tech theft etc. it will become a vet.
 
And what about poison water supply? What this do?
 
Originally posted by Duke of Marlbrough
Actually, the adds of a Vet spy stopping a attempt is 60%. That means that the other civs spy only has a 40% chance to succeed. If you have 3 Vet Spy's in the city (0.4*0.4*0.4) the other civ only has a 6.4% chance of succeeding.
When he said 3 spies=120% I thought that it ment that he had three non vet spies. I believe that when you say "adds" you mean odds:lol:, though I cannot speek, as my spelling is not all that good anyway...
Poison water supply reduces targate city by one population, though I believe that you cannot destroy a city using poison.
 
True. I assumed Vet spies since the first sample computation used Vet Spies. But, you are correct in that his 120% number assumes non-Vet Spies. :goodjob:

There's no reason for Spies to not be Vets though. Sabatoging a unit is as easy of a thing there is to do. You don't even have to be at war with someone to do that to their unit.
 
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