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Diplomatic actions

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City actions:Edit

Establish EmbassyEdit

  • Either a Diplomat or Spy can establish an embassy.
  • Barbarians always execute ambassadors.
  • Otherwise, the embassy is created.
  • It costs some minimal movement to establish an embassy.
  • Diplomats are consumed in creation of embassy.
  • Spies always survive.

Investigate CityEdit

  • Either a Diplomat or Spy can investigate a city.
  • Allowed against all players.
  • It costs some minimal movement to investigate a city.
  • Diplomats die after investigation.
  • Spies always survive.

Sabotage CityEdit

  • Either a Diplomat or Spy can sabotage an enemy city.
  • The players must be at war
  • Check for infiltration success. Our saboteur may not survive this.
  • Check for basic success. Again, our saboteur may not survive this.
  • Determine target, given arguments and constraints.
  • If specified, city walls and anything in a capital are 50% likely to fail.
  • Do sabotage!
  • A Diplomat will be captured and executed.
  • A spy may be captured and executed, or escape to closest own city.

Steal TechnologyEdit

  • Either a Diplomat or Spy can steal a technology.
  • Spies can select which technology to steal.
  • Check for infiltration success. Our thief may not survive this.
  • Check for basic success. Again, our thief may not survive this.
  • If a technology has already been stolen from this city at any time:
    • Diplomats will be caught and executed.
    • Spies will have an increasing chance of being caught and executed.
  • Steal technology!
  • A spy may be captured and executed, or escape to closest own city.

Incite a RevoltEdit

  • Either a Diplomat or Spy can incite a city to disaffect.
  • Can't incite a city to disaffect if:
    • Owner runs an unbribable government (e.g., democracy).
    • Player doesn't have enough gold.
    • You are allied with the city owner.
  • Check for infiltration success. Our provocateur may not survive this.
  • Check for basic success. Again, our provocateur may not survive this.
  • Otherwise, the city will disaffect:
    • Player gets the city.
    • Player gets the city's present units and supported cities within one square of the city. (only city square?)
    • Player steals a technology advance, if any were unknown.
    • City loses 1 pop.
  • A Diplomat will be captured and executed.
  • A Spy may be captured and executed, or escape to closest own city.

Poison CityEdit

  • Only a Spy can poison a city's water supply.
  • Only allowed against players you are at war with.
  • Check for infiltration success. Our poisoner may not survive this.
  • Only cities of size two and larger may be poisoned.
  • If successful, reduces population by one point.
  • The poisoner may be captured and executed, or escape to closest own city.

Unit actions:Edit

Bribe Enemy UnitEdit

  • Either a Diplomat or Spy can bribe an other players unit.
  • Can't bribe a unit if:
    • Owner runs an unbribable government (e.g., democracy).
    • Player doesn't have enough gold.
    • It's not the only unit on the square
    • You are allied with the unit owner.
  • Otherwise, the unit will be bribed.
  • A successful briber will try to move onto the victim's square.

Cost of bribing a unitEdit

  • cost = gold of unit owner + base bribe cost (default= 750)
  • cost = cost / (distance to unit owner capital(max 32)+2)
  • cost = cost * (shield cost /10)
  • if settler: cost = cost/2
  • if veteran: cost = cost +33%
  • cost = cost/2 + (cost/2) * health%

Sabotage Enemy UnitEdit

  • Only a Spy can sabotage an enemy unit.
  • Only allowed against players you are at war with.
  • Can't sabotage a unit if:
    • It has only one hit point left.
    • It's not the only unit on the square
  • If successful, reduces hit points by half of those remaining.
  • The saboteur may be captured and executed, or escape to closest own city.

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