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Topic:   In response to the sabotage thing: Format for Better Printing
La Fayette


b.02-15-99
posted January 22, 2001 11:56   Click Here to See the Profile for La FayetteClick Here to Email La Fayette Visit La Fayette's Homepage!
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ST
I forgot telling you that IMHO my concentration to the number of spies lost makes sense ( in fact I think that having a knowledge about losses is very important for any player, sinceone derives the probability of seeing the walls tumble down directly from that knowledge).
SlowThinker


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posted January 22, 2001 13:28   Click Here to See the Profile for SlowThinkerClick Here to Email SlowThinker Visit SlowThinker's Homepage!
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La Fayette,
quote:

<font size=1>Originally posted by La Fayette on 01-22-2001 11:41 AM</font>
I suppose that dips or spies defending have no effect on sabotaging (though they have an effect on stealing techs, as stated in the book).

I agree.
quote:

<font size=1>Originally posted by La Fayette on 01-22-2001 11:41 AM</font>
But I am quite sure that there is a "capital" effect (namely sabotaging is more risky in a capital). This appears in your tests and I experienced it last night, loosing EIGHT vet spies before being able to destroy the city walls of Delhi, proud capital city of the Indians.

I refer to my Post1 in my "Info" thread:

12.17 If you choose "give primary target" against the capital or walled city, then a message "Attempting sabotage in enemy capital or against city walls is very risky" appears.

Now, I noticed that this message doesn't appear in 2.42, it appear in Multiplayer only. But your experience tell us it that it is valid for 2.42 too, probably.

quote:

<font size=1>Originally posted by La Fayette on 01-22-2001 11:41 AM</font>
Losses are 100% with dips, around 50% with non vet spies and around 29% with vet spies (almost certainly higher losses in a capital, but this remains to be tested).

I believe there are no higher loses for a capital, a message doesn't appear for "use her judgement" or a dip.
quote:

<font size=1>Originally posted by La Fayette on 01-22-2001 11:41 AM</font>
IF THERE ARE N IMPROVEMENTS IN THE CITY, ATTACK WITH N+1 DIPS OR SPIES ("using their judgment") and you are sure that the walls will tumble down

I think this statement is equal to "Dip/spy("using her judgment") is always succesfull (i.e. he/she cannot be captured before a mission) AND production may be sabotaged only once per a turn".
quote:

<font size=1>Originally posted by La Fayette on 01-22-2001 11:41 AM</font>
I concentrated on "how many spies are captured during the attack", then the 2 situations "0,11" and "10" in your log both are one situation "1 spy lost" in my log.

I suppose "0" and "10" (??)
quote:

<font size=1>Originally posted by La Fayette on 01-22-2001 11:41 AM</font>
3) What remains to be tested:
- vet dips (I don't wish to; I love vet spies, not vet dips)

What do you expect? A chance to survive? Even for bribing formula, they have the same effect as non vets.
I have an hypothesis that the vet status of a dip has never any significance.
quote:

<font size=1>Originally posted by La Fayette on 01-22-2001 11:41 AM</font>
4) Am I confused?
Not at all. I think we are close to the end, since your tests provide results very close to mine.

Why am I confused? I would suppose some simple rule (as in bribing formula: all conditions (vet status, courthouse, existence of the capital) affects the bribing cost independently ): for example the capital should affect all situations the same way (by a common modifier).


[This message has been edited by SlowThinker (edited January 22, 2001).]

SlowThinker


b.02-15-99
posted January 22, 2001 14:15   Click Here to See the Profile for SlowThinkerClick Here to Email SlowThinker Visit SlowThinker's Homepage!
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quote:

Originally posted by La Fayette on 01-22-2001 11:56 AM
ST
I forgot telling you that IMHO my concentration to the number of spies lost makes sense ( in fact I think that having a knowledge about losses is very important for any player, sinceone derives the probability of seeing the walls tumble down directly from that knowledge).

I agree. My two questions didn't express the same thing. But, the first question remains:
Is any attempt independent on a number of previous unsuccesful attempts for the same city? (Takes Civ2 program previous attempts into consideration?)

I will concentrate to the question of being captured before the sabotage:
Test 1: We could suppose that 44% spies captured before is 50% in point of fact.

city walls falls for the 1st attempt (captured before 0 times) =14
2nd (captured before 1 times)=8
3rd=5
4rd=1

If the answer to my question is yes, then for a statistically large amount of test
14(1st row)/2 (50%)=(approx.)8 (2nd row)
8/2=5
5/2=1

I am willing to believe that yes is right.

La Fayette


b.02-15-99
posted January 24, 2001 12:24   Click Here to See the Profile for La FayetteClick Here to Email La Fayette Visit La Fayette's Homepage!
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ST
I reply without quotes to make it simpler (I hope):
1)dips or spies defending = no effect on sabotaging; OK.
2)sabotaging more risky in a capital city = YES
(I send conclusive results to-morrow)
3)my statement "if n improvements in the city, attack with n+1 dips or spies" equivalent to yours: I agree.
4)situation "0,11" means "walls tumble down, 1 spy lost"
Situation "10" also means "walls tumble down, 1 spy lost"
(in your log 1 spy attacking is 1 attempt; in my log 1 attempt is 1 city wall down)
5)vet dips: agree with you: same effect as non vet (unless someone demonstrates the contrary)
6)I suppose you meant "sabotaging cost".
I have found the pattern. I post the results to-morrow.
SlowThinker


b.02-15-99
posted January 24, 2001 18:20   Click Here to See the Profile for SlowThinkerClick Here to Email SlowThinker Visit SlowThinker's Homepage!
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quote:

Originally posted by La Fayette on 01-24-2001 12:24 PM
6)I suppose you meant "sabotaging cost".

No, I meant "bribing cost". I wanted to express that things are simple for bribing.
La Fayette


b.02-15-99
posted January 25, 2001 07:31   Click Here to See the Profile for La FayetteClick Here to Email La Fayette Visit La Fayette's Homepage!
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Here we are!
To make it clear I send 3 posts:
1) Latest results (attacking the ancient and glorious city of Thebes, capital of the Egyptians, with hordes of babylonian spies).
2) How it works (my conclusion about what is inside the box: namely how the programmers of civ2 decided that sabotaging would be).
3) Advice to players (what should one do when one wishes to attack a city with dips or spies).

------------------
aux bords mystérieux du monde occidental

La Fayette


b.02-15-99
posted January 25, 2001 08:08   Click Here to See the Profile for La FayetteClick Here to Email La Fayette Visit La Fayette's Homepage!
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Post #1: Latest results
a) Attack of Thebes (capital) by 7 babylonian non vet spies ("choose primary target": city walls)

Lost O = 1
Lost 1 = 7
Lost 2 = 3
Lost 4 = 5
Lost 5 = 0
Lost 6 = 1
Lost 7 = 5
Total = 25
This means 83 spies lost in 20 successful attacks + 5 unsuccessful attacks (due to the fact that I had only 7 spies ready to attack, since I always make tests from savegames and have never opened "cheat mode " up to now).

b) Same with 6 vet spies (capital, walls)

Lost 0 = 8
Lost 1 = 11
Lost 2 = 4
Lost 3 = 1
Lost 4 = 0
Lost 5 = 0
Lost 6 = 1
Total = 25

This means 28 vet spies lost in 24 successful attacks (+1 unsuccessful)).

La Fayette


b.02-15-99
posted January 25, 2001 10:05   Click Here to See the Profile for La FayetteClick Here to Email La Fayette Visit La Fayette's Homepage!
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Post #2: How it works

a)"choose primary target"
"Pile ou face", that is the name of the game in french (I think it is called "heads and tails" in english: you throw a coin and look at what happens, either or).
Look at the example above, if needed: my vet spy stands in front of the walls of Thèbes, then
"pile": the walls tumble down
"face": she's captured by wary Egyptians.

In more scientific terms, there is a probability of 0,5 that the walls of a capital tumble down when attacked by a vet spy. Any new attack is independant from the previous one (just like in the game of "pile ou face" any new coin is independant from the one before, which explains why it might happen to you that, once in a while,a large number of vet spies are captured before the walls tumble down, just like when one goes on playing "red" at the roulette).
Then the Egyptians get a second chance. They may capture the vet spy after the walls have been destroyed. This means a second game of heads and tails (with a probability close to 0,3 that the vet spy gets captured, or 0,7 that she escapes unharmed).

b) What happens if the spy is non vet, or the city is non capital or the improvement is non walls (temple or library,...)?

The program is the same:
test #1: do the walls go down? (yes or no, probability of yes=p1)
test #2 (conditional): if the walls are down, does the spy escape (yes or no, probability of yes=p2).
But the probabilities are different (most risky:capital, walls, non vet spy; least risky: non capital, non walls, vet spy).
From the tests made by SlowThinker and by myself, I derive that the probabilities are probably close to these:
1) Capital, walls, vet spy: p1=0,5 (p2=0,5)
2) Capital, walls, non vet: p1=0,25 (p2=0,25)
3) Capital, non walls, vet spy: p1=0,66 (p2=0,5)
4) Capital, non walls, non vet: p1=0,5 (p2=0,25)
5) Non capital, walls, vet spies: p1=0,6 (p2=0,5)
6) Non capital, walls, non vet: p1=0,4 (p2=0,25)
7) Non capital, non walls, vet spy: p1=0,85 (p2=0,5)
8) Non capital, non walls, non vet: p1=0,7 (p2=0,25)

c) "use her judgment" (or dip, since dips have no other choice)
The method for choosing is the same for dips and spies:
They choose their target almost in accordance with the list of improvements in the city window (ST has also tested some sort of priority for some modern improvements).
But there is a random factor which makes that, even if city walls are down the list, it may happen now and then that they are chosen as #1 or #2.
It seems to me that the improvement chosen is always destroyed and the commodity under building is chosen only if there is at least 1 shield in the box (which means only one such attack per turn).
The difference between dips and spies lies in the field of losses:
100% losses with dips (neither ST nor I are wishing to test vet dips now).
About 50% losses with non vet spies and 30% with vet spies (probably higher losses in capital cities; I test that to-night if I feel like it).

La Fayette


b.02-15-99
posted January 25, 2001 11:07   Click Here to See the Profile for La FayetteClick Here to Email La Fayette Visit La Fayette's Homepage!
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Post #3: Advice to players
This advice is about sabotaging (destroying improvements, especially city walls), not about bribing, stealing techs or poisoning water.

Spies (vet or non vet) have a choice between 2 methods: "use her judgment" or "choose primary target". Dips always use their judgment.

a) "use her judment"
If you want to make sure that you destroy the walls of the city you are greedily looking at, you should :
- send 1 dip and have a look at the number of improvements inside the city, let us say n;
- then come back next turn with n+1 dips and destroy everything until the walls tumble down (if you are very lucky, dip #1 might destroy the walls, but most commonly you will have to wait until dip #n or dip #n+1).
The method is the same with spies, but losses are lighter (100% with dips, 50% with non vet spies, about 28% with vet spies).

b)"choose primary target"
The 2 main advantages of this method are lighter losses (especially with vet spies) and non destruction of improvements inside the city (which allows you to sell them or use them when the city becomes yours).

NON VET
If the city has few improvements and you are using non vet spies, then the "choose primary target" is not really a good choice, because there is a risk of having many spies captured before the walls tumble down.
If you are in a hurry and don't care too much about the value of the improvements, then let your spy "use her judgment" (with n+1 spies ready, of course).

VET
It is highly advisable to use method #2 ("choose...") with vet spies, with lower losses and better chances of success.

La Fayette


b.02-15-99
posted January 25, 2001 11:22   Click Here to See the Profile for La FayetteClick Here to Email La Fayette Visit La Fayette's Homepage!
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La cerise sur le gâteau.
This is a gift to those of you who are fond of matrices.
Matrix #1 gives the average number of vet spies lost/walls destroyed, along with the tests made by ST and me.
Matrix #2 gives the same for non vet (column 1 relates to walls, column 2 relates to other improvements).

1) VET

Capital city: 1,38; 0,85
Non capital : 1,09; 0,70

2) NON VET

Capital city: 3,33; 1,95
Non capital : 1,92; 1,17

My conclusion would be (as usual): long live our beloved vet spies.

------------------
aux bords mystérieux du monde occidental

La Fayette


b.02-15-99
posted January 25, 2001 11:41   Click Here to See the Profile for La FayetteClick Here to Email La Fayette Visit La Fayette's Homepage!
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Dear friends
I know that some of you happen to write "sheilds".
I know that some of you happen to write "diety".
That is your choice.
I didn't choose to write "independAnt" (just as if I were writing french).
I blush and beg your pardon.
SlowThinker


b.02-15-99
posted January 27, 2001 05:35   Click Here to See the Profile for SlowThinkerClick Here to Email SlowThinker Visit SlowThinker's Homepage!
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I agree with "heads and tails".

I think we would have proceed 5 times more tests to have appropriate results. About p2, for example: you set the probability to 0.25 and 0.5 too prematurely. My results were 0.57, 0.31, 0.18, 0.43, 0.66 0.25, 0.23

About p1: I don't believe programmers set all 8 numbers separately. I think more probable is the possibility that they set basic probability and three modifiers for walls, capital and vet status. (Maybe they set that capital and walls won't be cumulative)

Look at this.
1) Capital, walls, vet spy: p1=0,5
5) Non capital, walls, vet spies: p1=0,6

4) Capital, non walls, non vet: p1=0,5
8) Non capital, non walls, non vet: p1=0,7

Non Capital induces increase to 0.6 for the first case and to to 0.7 for the second case.


[This message has been edited by SlowThinker (edited January 27, 2001).]

SlowThinker


b.02-15-99
posted January 27, 2001 05:36   Click Here to See the Profile for SlowThinkerClick Here to Email SlowThinker Visit SlowThinker's Homepage!
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I dislike that testing of probabilities. It is too annoying. I think authors of Civ should release all informations about probabilities.
La Fayette


b.02-15-99
posted January 30, 2001 12:12   Click Here to See the Profile for La FayetteClick Here to Email La Fayette Visit La Fayette's Homepage!
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ST
I agree with you: it would be advisable to test much bigger samples to make sure of the exact values of those probabilities (and get bored to death doing that ).

We know exactly how it works and what to do when attacking any city with dips or spies (and I am quite satisfied with the summary of losses that I published above).
Hence I put the main results on your thread and consider that we have solved the problem of sabotaging (all important results have been given and remaining details have no practical importance).
Thank you for constructive dialog.

------------------
aux bords mystérieux du monde occidental

SlowThinker


b.02-15-99
posted January 30, 2001 14:46   Click Here to See the Profile for SlowThinkerClick Here to Email SlowThinker Visit SlowThinker's Homepage!
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quote:

Originally posted by La Fayette on 01-30-2001 12:12 PMWe know exactly how it works

I would disagree with "exactly"
But I would let the remaining work for other people
quote:

Thank you for constructive dialog.

I liked it.


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