This page is about game mechanics.
This page is about game mechanics. It contains information such as formulas, costs, & other miscellany. See Category:Mechanics for other pages on game mechanics. |
Overview[]
Spies are espionage units used to gather intelligence, sabotage enemy units, and defend against these operations. The amount of spies that a nation or alliance has remains hidden. Spies may be captured or noticed during an operation, even if the operation is successful. They may also be assassinated by other spies in an operation.
Espionage Operations[]
Gather Intelligence - This operation allows a nation to attempt to find out information about the target nation including the number of enemy spies as well as the amount of money and resources it has on hand.
Assassinate Spies - Your spies attempt to assassinate enemy spies. The number of enemy spies killed is a random value between 85% and 105% of the quantity [Attacking Spies - (Defending Spies * 0.4)] * 0.5, with a maximum cap of (Defending Spies * 0.25) + 4 if the operation is successful. Spy satellite makes the above value * 1.5
Terrorize Civilians - This operation destroys some infrastructure in the target's highest infrastructure city. At most (60 spies vs. 0 spies) it can destroy 34.5 infrastructure. Spy satellite makes the above value * 1.5
Sabotage Soldiers - Your spies attempt to detonate a bomb in an enemy barracks. An espionage operation sabotaging soldiers will kill a random amount between 1% and 5% of the target nation's total soldiers if successful. Spy satellite makes the above value * 1.5
Sabotage Tanks - Your spies attempt to detonate a bomb in an enemy factory. An espionage operation sabotaging tanks will destroy a random amount between 1% and 5% of the target nation's total tanks if successful. Spy satellite makes the above value * 1.5
Sabotage Aircraft - Your spies attempt to detonate a bomb in an enemy air force base. An espionage operation sabotaging aircraft will destroy a random amount between 1% and 5% of the target nation's total aircraft if successful. Spy satellite makes the above value * 1.5
Sabotage Ships - Your spies attempt to detonate a bomb in an enemy drydock. An espionage operation sabotaging ships will destroy a random amount between 1% and 5% of the target nation's total ships if successful. Spy satellite makes the above value * 1.5
Sabotage Missiles - Your spies attempt to sabotage an enemy missile. You can destroy 1 enemy missile with this operation. Spy attacks against missiles have a 25% chance to destroy an additional missile.
Sabotage Nuclear Weapons - Your spies attempt to sabotage an enemy nuclear weapon. You can destroy 1 enemy nuclear weapon with this operation.
If the defender has 0 missiles or 0 nukes, the mission automatically fails. You also cannot destroy a missile/nuke if it is the defender’s only missile/nuke and they built within the last daychange.
Safety Level[]
There are three safety levels that you can choose from in an espionage operation. They directly affect price and success rate of your operation. The higher the safety level, the higher the price and success rate, and vice-versa.
Odds Calculation[]
The formula for calculating the odds of an espionage attack is as follows:
Odds = Safety Level * 25 + ( Your Spies * 100 / (( Enemy Spies * 3 ) + 1 ))
where Safety Level is an integer from 1-3, "Quick and Dirty" being 1, "Normal Precautions" being 2, and "Extremely Covert" being 3.
Depending on the operation, these odds may be further reduced:
- Assassinate Spies: Odds / 1.5
- Sabotage Tanks: Odds / 1.5
- Sabotage Aircraft: Odds / 2
- Sabotage Ships: Odds / 3
- Sabotage Missile: Odds / 4
- Sabotage Nuclear Weapon: Odds / 5
Then apply war policies:
- If defender has tactician, odds = odds * 1.15
- If defender has Arcane, odds = odds * 0.85
- If attacker has Covert, odds = odds * 1.15
Odds are maxed out at 100.
A random number is rolled between 1 and 100. If that number is less than or equal to the odds, then the operation is successful.
Another random number is rolled between 1 and 102. If that number is less than or equal to the odds, then the operation goes undetected (not caught).
Attacker’s casualties: if caught (detected), attacker spies lost is = min(((1 / odds)*8)*attacking spies, attacking spies)
Cost and Upkeep[]
Spies are expensive units; they cost $50,000 to enlist and $2,400 per day to maintain, regardless if the nation is at peace or at war. They do not, however, require any sort of military improvement or project to build, and nations can train two spies per day. Spies are capped at 50 spies per nation. The Intelligence Agency National Project increases this cap by +10 up to 60 spies and allows the recruitment of an additional spy per day. (3 spies a day, up from 2). The Spy Satellite National Project enables your nation to train an additional spy per day.