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Diplomatic actions
Contents |
City actions:
Edit
Establish Embassy
Edit
- 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 City
Edit
- 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 City
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- 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 Technology
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- 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 Revolt
Edit
- 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 City
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- 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 Unit
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- 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 unit
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- 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 Unit
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- 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.