How to deal with enemy Rogue in your own city?

Yong

Chieftain
Joined
Sep 30, 2005
Messages
30
Hi all, I'm new to this mod and is half way in my first game.

It seems to me that once some Camo units (thief, rogue, ambusher, etc) enter a city, there is no way to attack them - whether with dogs, your own Camo units or normal units while the enemy Camo units are visible.

Tried my luck with the search, but did not find any clue on the following question: how to get rid of an enemy Camo unit who is stationed in your own city (except declaring war on this particular civ)?

Thanks in advance for your help!
 
Right now there is no way, it's a problem the devs know about but haven't been able to fix yet.
 
You can't actually attack them unless they leave your city, but this will likely be changed in the future. Policing units would probably be able to take care of them (or maybe have a % chance of doing so), either by forcing them outside the city or attacking them directly. Things like this could add to espionage points(or steal them from the civ that built the rogue), there are plenty of possibilities.

Typically the way I deal with them is make sure I have dog units in all my cities and a horse unit as well- the rogues will eventually leave on their own accord, and once they do you can easily take care of them with the horse unit then return to the safety of the city. Until then you can just enjoy having them in your city causing additional crime.
 
Why is it they can enter in the first place? Someone said that they were not considered enemies, but that does not make sense to me; all hidden units should be everyone else's enemies?

Also, do units generate crime in city vicinities also, or just in the city center? Same question about guards regarding policing, does it only work in the center?
 
1. Because they are based off the spy originally.

2(a. Yes they do (b. No they reduce crime on tiles outside the city square also when placed there.

JosEPh
 
I think that they should be unable to enter city when you have city gatehouse or castle gatehouse
 
Shenny said:
Policing units would probably be able to take care of them (or maybe have a % chance of doing so), either by forcing them outside the city or attacking them directly. Things like this could add to espionage points(or steal them from the civ that built the rogue), there are plenty of possibilities.
I feel this is the way to go. Giving Cop units a mission that burns a few spy points to have a chance to track down a criminal unit in the city and arrest that unit - chance of escape should follow.

Perhaps, too, entry into a city for a Criminal unit should be a challenge point for them. They could have a Disguise skill that they can develop that gets checked whenever they try, and accordingly to the idea above, gates could help to make it tougher to succeed on this check.

I see this as not, an enemy military is hiding in your city and you know its there but can't do anything about it so much as, an enemy infiltrator is pretending to be one of your own people and has managed to convince everyone he's one of them and belongs there and may at times go out at night to take a strategic military action, only to return and blend back in. A dog isn't going to know a 'bad guy' from a 'good guy' unless that bad guy comes in with obvious hostility (aka attacking the city during war) or can sense how out of place he is stalking around in that forest out there. But a solid investigator could figure out we have a problem with Mr. Maynard down the street who just moved in from out of town.
 
I've never seen an espionage unit come into my territory... in fact I hardly ever see them at all when I send my rogues scouting.
 
You're not supposed to see spies entering your land. That's been the way of the spy since forever.

If you're curious as to how many spies are out and about go into World Builder. In some games you'll get quite the shock.

JosEPh
 
I've never seen an espionage unit come into my territory... in fact I hardly ever see them at all when I send my rogues scouting.

You're not supposed to see spies entering your land. That's been the way of the spy since forever.

If you're curious as to how many spies are out and about go into World Builder. In some games you'll get quite the shock.

JosEPh

I wonder IF your just playing the normal release of v 26?? The SVN version, has a alot of difference already on hidden units INCREASED.
 
@SO,
MW should be playing with the SVN now.

JosEPh
 
I see this as not, an enemy military is hiding in your city and you know its there but can't do anything about it so much as, an enemy infiltrator is pretending to be one of your own people and has managed to convince everyone he's one of them and belongs there and may at times go out at night to take a strategic military action, only to return and blend back in. A dog isn't going to know a 'bad guy' from a 'good guy' unless that bad guy comes in with obvious hostility (aka attacking the city during war) or can sense how out of place he is stalking around in that forest out there. But a solid investigator could figure out we have a problem with Mr. Maynard down the street who just moved in from out of town.

But the give some crime, so they act as "bad guys". An the more they give (+35 for assassin with banditry III), the mre they must act to give this crime.
 
But the give some crime, so they act as "bad guys". An the more they give (+35 for assassin with banditry III), the mre they must act to give this crime.

Perhaps that could somehow be taken into account when Police perform an arrest mission. But generally, I think if a unit has promoted to be able to provide more crime, its probably just saying the unit is generally that much better at accomplishing it in secret.
 
Perhaps that could somehow be taken into account when Police perform an arrest mission. But generally, I think if a unit has promoted to be able to provide more crime, its probably just saying the unit is generally that much better at accomplishing it in secret.

Well actually isn't that the main object, or am i wrong here?
 
He's implying that a unit that spreads more crime would be caught easier and I was trying to address that by saying, if the unit is given the skill to spread more crime, he's probably balancing out extra operations with extra skill at getting away with it so perhaps it shouldn't be any easier to 'catch' a more crime producing criminal than another.
 
At the moment its just an aspect of the game's design. It will probably take a month or two to get around to creating a mission for Law Enforcement.

Though, AIAndy, I was wondering, with the use of your Outcome Missions, how would this get set up?
 
At the moment its just an aspect of the game's design. It will probably take a month or two to get around to creating a mission for Law Enforcement.

Though, AIAndy, I was wondering, with the use of your Outcome Missions, how would this get set up?
Would the law enforcement unit be able to use such a mission each turn? Then I'd say rather give it an automatic chance each turn.
 
Sure... that sounds like a good idea. It could be made to be a rather small chance per turn but I like that method concept. So would that be able to use the Outcome Mission structure or should it be designed more like the checks for outbreaks and overcomes? I can see buildings manipulating the chances to catch criminal units... hmm... now you really have me thinking ;)
 
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