I agree with Joseph on this:
@ls612
I think if your tag was applied Rogues and assassins would become useless again. Just my take on it.
Though that tag will be useful for the Felines since I don't think they'd be as capable of sneaking into a city.
The PLAN to actually address this has been discussed elsewhere but I'll summarize it here too:
Criminals will be able to develop an
Infiltration ability. There will be a tag for the unit and a tag for promos that enable them to improve it (or reduce it if they wear armor they shouldn't really be wearing for example). Infiltration will represent how skilled the Rogue is at going 'undercover' in enemy territory, to blend in as just another local citizen. This may even apply for a more advanced Spy mechanism as well.
Other units, primarily Law Enforcement units, will be able to develop an
Investigation ability. This will also be based on a tag on the unit and a tag for promos so it may be adjusted by skills/equipments.
Both abilities will be modified by building tags on local buildings in the city. So a Bandit's Hideout would also carry the downside of making it easier for Criminal type units to stay in the city without being caught. But a Watch Tower would enhance the ability of authorities to observe the local citizenry. So they would increase the Investigation ability on those units that naturally have some.
Then, every round Criminal units are there, hangin' out, doing whatever they're doing, waiting to take advantage of workers, jumping on weaker military that can be ambushed or simply spreading crime as a bad seed, each unit with Investigation ability makes an Investigation check against the weakest Infiltration ability on Criminal units present.
So basically: % chance of discovery = Investigation - Infiltration.
Therefore, if you have a Law Enforcement unit with a total of 75 Investigation ability in that city and a local enemy Criminal (the lowest among those present is always the one that would be 'next to be caught if any are caught') has a 50 Infiltration ability, the Law Enforcement unit has a 25% chance of succeeding in catching the Criminal.
When a Criminal is discovered, the results can vary based on how much the check has been beat by. A gradient of possible results will exist:
- The Criminal was spotted but not caught. But now the Investigators have a bonus to catch that criminal next round.
- The Criminal was spotted and a chase ensued. The Criminal was very fast and clever however, and managed to escape to the countryside. (Criminal unit is ejected to the next tile from which they cannot be seen by the enemy.)
- The Criminal's operations have been raided but somehow he managed to escape to his home country in the process. (Criminal returns to his Capital)
- The Criminal's operations have been raided but somehow he managed to get outside the city in the process. However, he's been spotted lurking around the exterior of the community and our military awaits your orders to terminate him. (Criminal is ejected to an adjacent tile.)
- The Criminal has been found! A battle ensues between the Investigators and the Criminal! (The Investigator is made to attack the Criminal and combat begins between the two - not graphically displayed as it'd be a same tile combat. - this may also require to instruct the code to give an exception to Law Enforcement's inability to attack unless we're talking about an attack on a Criminal unit.)
- Investigators have been observing the Criminal for some time and have managed to bait the Criminal into a lethal trap. The Criminal has been slain without a fight.
- Investigators have discovered the Criminal without the Criminals awareness. They set a well planned trap and the Criminal is now behind bars. From here we can:
- Trade the Criminal back to the enemy for a diplomatic bonus
- Kill the Criminal in a public execution (temporary local +happy bonus and makes an example so -crime)
- Interrogate the Criminal for information on his state (+Espionage towards the player he comes from.)
- Interrogate the Criminal for information on his Criminal Network (Temporary local bonus to Investigation abilities and a temporary -Crime bonus.)
There's a few things to note about this plan, however. I want to make it possible for the same tags to affect things on a combat class specific basis, thus if we have Rodents hiding in the city, for example, Cats and Mice can use the same basic expressions but guided to be differing by their combat classes. (and results would be different too I figure.)
Some AI will be necessary to teach the AI the value of these abilities.
While the initial setup of the mechanism would be quite simple (perhaps just limited to ejecting the Criminal to an adjacent tile if caught) there's a lot of desired details that would take some time to get processing correctly.
Some of those issues relate to future combat mod plans too so I WAS going to wait. But I've moved this project up in priority given that every month someone complains about the Criminals and we get into this discussion all over again.