Prices of Espionage Missions
Parameters:
dist – distance from actual city or capital to your nearest city
pop – size of actual city or capital
level – level of settlement, 1 for town, 2 for city and 3 for metropol
opp_cult – opponents culture
your_cult – your culture
techs – number of opponents techs
units – total number of opponents units
shield – number of shields the opponent have invested
Factors found in editor:
base – base cost
mapsize – average of width and height
techrate – factor based on world size
Mission Base Cost formula
Build an Embassy 20 dist*level + base + pop Investigate City 10 dist*level + base * pop Steal Technology 10 dist*level + base * techs*techrate/100 Steal World Map 1 dist*level + base * mapsize Plant Spy 60 dist*level + base Steal Plans 10 dist*level + base * unit Initiate Propaganda 100 dist*level + base * pop * (1 + opp_cult/your_cult) Sabotage Production 10 dist*level + base * shield Expose Enemy Spy 80 dist*level + base
For the mission where there is a choice of risk, multiply by 50% for carefully and double for safely.
Success chance
Build an Embassy and Investigate City always succeed
Plant Spy
[Embassy 50%] [Conscript spy 20%] Regular spy 50% Veteran spy 60% [Elite spy 75%]
If a spy plant fails you will get a flag saying so. You can’t plant a spy when flagged. There is a chance of 1/3 for the flag to disappear each turn. Failing other spy missions does not trigger the flag. You can plant a spy the same turn your spy has been exposed by a failed mission.
Steal Technology, Steal World Map, Steal Plans and Sabotage Production
Chance of getting away in %:
Immediate Carefully Safely Embassy 40 55 65 Regular spy 60 75 85 Veteran spy 70 85 95
There is an 80% chance of succeeding if not getting caught, thus:
Chance of succeeding in %:
Immediate Carefully Safely Embassy 32 44 52 Regular spy 48 60 68 Veteran spy 56 68 76
Expose Enemy Spy
Same probabilities as above, except you always fail if the enemy does not have a spy.
Initiate Propaganda
You will never get caught
The chance of persuading each citizen is:
spy + government + culture - 5 * units - improvement - capital + nationality
Where:
spy – 10 for veteran spies, 0 for regular
improvement – 20 if the city has courthouse, 0 otherwise (This is not cumulative)
capital – 40 for the capital, 0 otherwise
units – number of units in garrison
nationality – 20 for your own citizen, 0 otherwise.
The government and culture factor are found in the editor.
Government modifier
Anarchy Desp Monarchy Comm Republic Democracy Fascism Feud Anarchy 0 0 0 0 0 0 0 0 Despotism 15 0 -10 -15 -20 -30 0 0 Monarchy 20 15 0 -5 -10 -25 0 0 Communism 25 20 5 0 -10 -20 0 0 Republic 30 25 10 8 0 -5 0 0 Democracy 35 30 20 10 5 0 0 0 Fascism 0 0 -5 -20 -10 -10 0 0 Feudalism 20 15 0 -10 -10 -20 -25 0
Democracy is immune against propaganda. But for some reason other governments have a modifier against demo. I have no idea why, but I included it just for fun.
Culture factors
Disdainful 3 Dismissive 5 Unimpressed 10 Impressed by 20 Admires of 25 In awe of 30
If at least 3/4 of the citizen are persuading, the city will flip. 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.
If the city does not flip, the persuaded citizen will be confused. Each will give 1 unhappy face. The number of confused citizen are reduced by 1 for each turn. It is not cumulative, if there already are confused citizen in the city, it will be raised to the number of persuaded citizen or stay the same.
The flip chance is not affected by previous propaganda.