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July 2003: [Freeciv-Dev] Re: (PR#4593) Diplomats |
[Freeciv-Dev] Re: (PR#4593) Diplomats[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
> > Hello, > > I've thought a bit about diplomats which are rather super-powerful > attacking units with default options (diplchance 80). Used as > attackers against cities, they can't (or very hardly) be countered. > Used as defensors they are rather useless: if a defending dip in a > city makes the chances of success for bribing the city be lowered to > 64% instead of 80% this is still too much imho. > If 80%, 70%, 64% or even lower is the right number for diplchance is disputable. My diplomats have been caught a fair number of times when trying to bribe cities on the standard settings. Most of the times a bribe will succeed but not always. City bribes are not totally foolproof. Of course the diplchance setting can always be changed to once personal preferences. > I don't know how diplomats work on civ2 but in the game i'd like to > play such easy ways to take a city shouldn't exist or just be possible > in certain limited cases. > In Civ2 the diplomats/spies always seem to succeed in city bribes. Only against cities that have been "attacked" by a diplomat before there's a chance to get caught. Even then Freeciv's chances for a diplomat to get busted are higher than in Civ2. Freeciv seems to have a far bigger chance that the diplomat will be caught. > Here what i think are super-powers: > > super-power 1: unlimited moves > > One thing which seems to be the bigger super-power is the ability of > engaging an unlimited number of combats against a city regardless of > the moves left for the attacking dip and without suffering any damage > until the end of the contest. > > A lucky dip can bribe a city defended with several other ones in one > round, engaging as much combat as needed against the defensors. For > example 3 defending dips (which is rather unthinkable in term of > affected prod) leave a 41% chance of taking the city for the attacker. > > > Here is an example of an attacking dip far of two tiles from a > targeted city (this city is defended with 3 dips): > > 1/ first the attacker uses one move to go to a adjacent tile of the > target (on > move left) > > 2/ then a first combat is engaged against one of the defending dips > -> 100% chance to reach this stage, 80% chance to win > > 3/ a second combat against the 2nd defensor > -> 80% chances to reach this stage, 80% chances to win > > 4/ a third combat against the 3rd defensor > -> 64% chances to reach this stage, 80% chances to win > > 5/ a fourth combat against the city itself > -> 51% chances to reach this stage, 80% chances to win > > -> 41% chances globally to win the contest > > In such a case, this behaviour makes the dip to have kind of 3 extra > moves. Also, the dip isn't damaged by the several contests since it > keeps its 80% winchance for each of them. > Isn't that the turning the argument upside down? The diplomat isn't fighting with those other diplomats he's trying to get past them! Poit of fact is that the chances for a city bribe to succeed have been dramatically lowered. It has to pass a number of diplomats first before it can succeed. When the diplomat is caught at any step he will be destroyed. Ergo : the "attacking" (acting would be a better term) diplomat is at risk all the way, he does not get a triple action bonus. Finally, seeing as the diplomat will be destroyed at the end of a city bribe it would be pointless for a diplomat to get damaged midway. > In comparison with that, a horse attacking a 3 warriors defended city > has no chance : it needs one move to approach the city, then one move > to attack and (possibly) kill the 1st warrior. After that no moves are > left and no more combats can be engaged in the same round. The horse > is by the way probably damaged which can make it easily killable by > one of the 2 warriors left in the city or at least lowers its chances > to win another combat against the city and reduces its ability of 2 > moves for the next rounds. > > > super-power 2: ability of having 100% chances in aggressive actions > regarless to diplchance > > These actions are: > - bribe a unit > - investigate city > > I don't remember exactly how "poison city water" works for spys so i > cant speak about that. > The city population will drop one point and the spy has a chance to escape to the nearest friendly city. However, spies can also plant nukes. Which is far quicker way to bring down the city population, although they have a higher chance to get caught. Spies in that aspect are a "poor mans"-nuclear missile. > What could be done to counterbalance those super-powers is to : > > - limit the cases where a city is bribable > (A) One solution is the disabling city bribes altogether or (B) try the other solution that already exist in the game: Increase your city size and gold reserves and try to reach democracy as quickly as possible. > - raise the efficiency of defending dips in a city (for example by > really taking a move to the attacker in a dip contest). > > - increase the risk in bribing a city (for example the cost is lost > for > the attacker even if the city doesn't revolt) > > Smaller cities would still be bribed but it would certainly slow the bribing of larger cities (size 5 or higher). That wouldn't be so bad I think....:-) Cheers, CapTVK >
> Hello,
>
> I've thought a bit about diplomats which are rather super-powerful
> attacking units with default options (diplchance 80). Used as
> attackers against cities, they can't (or very hardly) be countered.
> Used as defensors they are rather useless: if a defending dip in a
> city makes the chances of success for bribing the city be lowered to
> 64% instead of 80% this is still too much imho.
>
If 80%, 70%, 64% or even lower is the right number for
diplchance is disputable. My diplomats have been caught
a fair number of times when trying to bribe cities on the
standard settings. Most of the times a bribe will succeed
but not always. City bribes are not totally foolproof.
Of course the diplchance setting can always be changed
to once personal preferences.
> I don't know how diplomats work on civ2 but in the game i'd like to
> play such easy ways to take a city shouldn't exist or just be possible
> in certain limited cases.
>
In Civ2 the diplomats/spies always seem to succeed in
city bribes. Only against cities that have been "attacked"
by a diplomat before there's a chance to get caught.
Even then Freeciv's chances for a diplomat to get busted
are higher than in Civ2. Freeciv seems to have a far
bigger chance that the diplomat will be caught.
> Here what i think are super-powers:
>
> super-power 1: unlimited moves
>
> One thing which seems to be the bigger super-power is the ability of
> engaging an unlimited number of combats against a city regardless of
> the moves left for the attacking dip and without suffering any damage
> until the end of the contest.
>
> A lucky dip can bribe a city defended with several other ones in one
> round, engaging as much combat as needed against the defensors. For
> example 3 defending dips (which is rather unthinkable in term of
> affected prod) leave a 41% chance of taking the city for the attacker.
>
>
> Here is an example of an attacking dip far of two tiles from a
> targeted city (this city is defended with 3 dips):
>
> 1/ first the attacker uses one move to go to a adjacent tile of the
> target (on
> move left)
>
> 2/ then a first combat is engaged against one of the defending dips
> -> 100% chance to reach this stage, 80% chance to win
>
> 3/ a second combat against the 2nd defensor
> -> 80% chances to reach this stage, 80% chances to win
>
> 4/ a third combat against the 3rd defensor
> -> 64% chances to reach this stage, 80% chances to win
>
> 5/ a fourth combat against the city itself
> -> 51% chances to reach this stage, 80% chances to win
>
> -> 41% chances globally to win the contest
>
> In such a case, this behaviour makes the dip to have kind of 3 extra
> moves. Also, the dip isn't damaged by the several contests since it
> keeps its 80% winchance for each of them.
>
Isn't that the turning the argument upside down? The
diplomat isn't fighting with those other diplomats he's
trying to get past them!
Poit of fact is that the chances for a city bribe to succeed
have been dramatically lowered. It has to pass a number
of diplomats first before it can succeed. When the
diplomat is caught at any step he will be destroyed. Ergo
: the "attacking" (acting would be a better term)
diplomat is at risk all the way, he does not get a triple
action bonus. Finally, seeing as the diplomat will be
destroyed at the end of a city bribe it would be pointless
for a diplomat to get damaged midway.
> In comparison with that, a horse attacking a 3 warriors defended city
> has no chance : it needs one move to approach the city, then one move
> to attack and (possibly) kill the 1st warrior. After that no moves are
> left and no more combats can be engaged in the same round. The horse
> is by the way probably damaged which can make it easily killable by
> one of the 2 warriors left in the city or at least lowers its chances
> to win another combat against the city and reduces its ability of 2
> moves for the next rounds.
>
>
> super-power 2: ability of having 100% chances in aggressive actions
> regarless to diplchance
>
> These actions are:
> - bribe a unit
> - investigate city
>
> I don't remember exactly how "poison city water" works for spys so i
> cant speak about that.
>
The city population will drop one point and the spy has a
chance to escape to the nearest friendly city. However,
spies can also plant nukes. Which is far quicker way to
bring down the city population, although they have a
higher chance to get caught. Spies in that aspect are a
"poor mans"-nuclear missile.
> What could be done to counterbalance those super-powers is to :
>
> - limit the cases where a city is bribable
>
(A) One solution is the disabling city bribes altogether or
(B) try the other solution that already exist in the game:
Increase your city size and gold reserves and try to reach
democracy as quickly as possible.
> - raise the efficiency of defending dips in a city (for example by
> really taking a move to the attacker in a dip contest).
>
> - increase the risk in bribing a city (for example the cost is lost
> for
> the attacker even if the city doesn't revolt)
>
>
Smaller cities would still be bribed but it would certainly
slow the bribing of larger cities (size 5 or higher). That
wouldn't be so bad I think....:-)
Cheers,
CapTVK
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