Post by gan on May 12, 2017 8:20:44 GMT -5
Spies:
Every nation can have spies.
Spies will cost 20 DP to train
Spies can undertake missions each turn.
Each spy can undertake a maximum of one action per turn.
The cost for a spy to undertake a mission is 10 DP for the first mission, and 5 DP for every other spy undertaking a mission that turn.
Types of Missions:
→ Military Espionage:
Base chance of success: 50%
Base chance of capture: 20%
(Note these two chances are independent of each other, and both events can occur.)
If successful, the spying player will be told the location of the enemy’s military docks, and the strength and location of all navies adjacent to that player’s borders, plus the strength and location of all navies owned by the player spied upon. The spying player also has a 33% chance of discovering how many spies the enemy player has, and how many enemy spies the enemy has in prison and who they belong to. This is independent of the chance of success. The player being spied upon will gain no information.
If the player uses military espionage on turn x, they will be told on turn x + 1 all the factors from the above point based on status at the end of turn x/start of turn x + 1.
→ Economic Spying:
Base chance of success: 50%
Base chance of capture: 0%
If successful, the spying player will be told the location of all of the enemy’s trading docks, who the player is trading with, the location of all fisheries, the location of all industrialised bonuses, the player’s current DP income, all DP expenses for the turn, and the player’s current DP balance.
If the player uses economic spying on turn x, they will be told on turn x + 1 all the factors from the above point based on status at the end of turn x/start of turn x + 1 and all the actions of the spied-upon player within turn x. (A bit like the spy card).
→ Military Sabotage:
Base chance of success: 50%
Base chance of capture: 40%
(I'm not sure what this would do, so let's get some discussion on it.)
→ Economic Sabotage:
Base chance of success: 50%
Base chance of capture: 20%
The saboteur has a choice of the following actions:
Choose an industrialised bonus of which to negate DP income from for 5 turns; additional cost = 1 DP per territory within the bonus, paid on briefing and not on success
Choose a fishery of which to negate DP income from for 5 turns; additional cost = 1 DP, paid on briefing and not on success
Choose an industrialised bonus of which to destroy industrialisation; additional cost = 3 DP per territory within the bonus, paid on briefing and not on success
Choose a fishery of which to destroy; additional cost = 3 DP, paid on briefing and not on success
Choose a trading dock of which to damage, stopping all trades that happen to or from that dock for one turn; additional cost = 1 DP, paid on briefing and not on success
If successful, the saboteur will be told of the success, and the player who was sabotaged will be told that they were sabotaged that turn.
→ Each player has a spy defence rating on a scale of 0 to 100. Each turn a player can increase this rating by 5 by paying one DP. This can be done multiple times in one turn to say, increase it by 25 by paying 5 DP. Each turn, after the end of the turn, the rating will decrease by 5.
→ Each player can increase their chance of success on a particular mission. They do this by paying extra DP on top of all other costs. For every 1 DP extra they pay, this increases their chances by 10%.
→ Thus, the total chance of success of a mission is 50% + 10% * (number of extra DP paid)
→ The total chance of discovery is equal to the base chance of discovery, plus spy defence rating.
→ If the chance of something is greater than or equal to 100%, it will happen, no matter what.
→ Note that if multiple objects are located on the same territory, only the object that is targeted in the sabotage attempt will be damaged/destroyed.
→ If a spy is captured, the player being spied upon will be told of the spy, the player the spy works for, but not what actions it was undertaking. The player may choose what to do with it, either execute it, return it for a favour, or trade it with another player. The player spying will be told that their spy has been captured.
Every nation can have spies.
Spies will cost 20 DP to train
Spies can undertake missions each turn.
Each spy can undertake a maximum of one action per turn.
The cost for a spy to undertake a mission is 10 DP for the first mission, and 5 DP for every other spy undertaking a mission that turn.
Types of Missions:
→ Military Espionage:
Base chance of success: 50%
Base chance of capture: 20%
(Note these two chances are independent of each other, and both events can occur.)
If successful, the spying player will be told the location of the enemy’s military docks, and the strength and location of all navies adjacent to that player’s borders, plus the strength and location of all navies owned by the player spied upon. The spying player also has a 33% chance of discovering how many spies the enemy player has, and how many enemy spies the enemy has in prison and who they belong to. This is independent of the chance of success. The player being spied upon will gain no information.
If the player uses military espionage on turn x, they will be told on turn x + 1 all the factors from the above point based on status at the end of turn x/start of turn x + 1.
→ Economic Spying:
Base chance of success: 50%
Base chance of capture: 0%
If successful, the spying player will be told the location of all of the enemy’s trading docks, who the player is trading with, the location of all fisheries, the location of all industrialised bonuses, the player’s current DP income, all DP expenses for the turn, and the player’s current DP balance.
If the player uses economic spying on turn x, they will be told on turn x + 1 all the factors from the above point based on status at the end of turn x/start of turn x + 1 and all the actions of the spied-upon player within turn x. (A bit like the spy card).
→ Military Sabotage:
Base chance of success: 50%
Base chance of capture: 40%
(I'm not sure what this would do, so let's get some discussion on it.)
→ Economic Sabotage:
Base chance of success: 50%
Base chance of capture: 20%
The saboteur has a choice of the following actions:
Choose an industrialised bonus of which to negate DP income from for 5 turns; additional cost = 1 DP per territory within the bonus, paid on briefing and not on success
Choose a fishery of which to negate DP income from for 5 turns; additional cost = 1 DP, paid on briefing and not on success
Choose an industrialised bonus of which to destroy industrialisation; additional cost = 3 DP per territory within the bonus, paid on briefing and not on success
Choose a fishery of which to destroy; additional cost = 3 DP, paid on briefing and not on success
Choose a trading dock of which to damage, stopping all trades that happen to or from that dock for one turn; additional cost = 1 DP, paid on briefing and not on success
If successful, the saboteur will be told of the success, and the player who was sabotaged will be told that they were sabotaged that turn.
→ Each player has a spy defence rating on a scale of 0 to 100. Each turn a player can increase this rating by 5 by paying one DP. This can be done multiple times in one turn to say, increase it by 25 by paying 5 DP. Each turn, after the end of the turn, the rating will decrease by 5.
→ Each player can increase their chance of success on a particular mission. They do this by paying extra DP on top of all other costs. For every 1 DP extra they pay, this increases their chances by 10%.
→ Thus, the total chance of success of a mission is 50% + 10% * (number of extra DP paid)
→ The total chance of discovery is equal to the base chance of discovery, plus spy defence rating.
→ If the chance of something is greater than or equal to 100%, it will happen, no matter what.
→ Note that if multiple objects are located on the same territory, only the object that is targeted in the sabotage attempt will be damaged/destroyed.
→ If a spy is captured, the player being spied upon will be told of the spy, the player the spy works for, but not what actions it was undertaking. The player may choose what to do with it, either execute it, return it for a favour, or trade it with another player. The player spying will be told that their spy has been captured.