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


b.02-15-99
posted January 07, 2001 01:45   Click Here to See the Profile for ruoxiaohaiClick Here to Email ruoxiaohai Visit ruoxiaohai's Homepage!
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So is the chance of sabotage related to the number of improvements a city has? If so, I'm assuming that wonders don't count. Does that apply to a spy as well?
Also, do military units in a city contribute to the chance of success in sabotage?

------------------
I'd rather have a bottle in front of me than a frontal lobotomy.

EdwardTKing


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posted January 07, 2001 18:17   Click Here to See the Profile for EdwardTKingClick Here to Email EdwardTKing Visit EdwardTKing's Homepage!
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In my experience the probability of success of sabotage is NOT related to the number of improvements at all.

If there are no improvements, current production is sabotaged.

Trying to sabotage a particular improvement is more risky than just trying to sabotage any thing; and some improvements such as city walls, coastal fortress, SDI
are more risky than others.

Once built a wonder can NOt be sabotaged or sold; only perhaps obsoleted or certainly irretrievably lost if the city is destroyed.

The probability of success is higher with a spy than a diplomat and higher still with a veteran spy.

The probability of success is much reduced if the city has a spy to catch your spy.

I note that if you keep trying to sabotage the same city (with AIs at least)the city becomes suspicious and the probability of success decreases further.

Smash


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posted January 07, 2001 19:38   Click Here to See the Profile for SmashClick Here to Email Smash Visit Smash's Homepage!
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I've never had a sabotage attempt fail with dips or spys.Vets or no.AS long as I didn't pick a specific target.The dip or spy bomb run is deadly and pretty much indefensible.Only way is to stop em before they get there.Darn near impossible sometimes.
Scouse Gits


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posted January 07, 2001 20:06   Click Here to See the Profile for Scouse GitsClick Here to Email Scouse Gits Visit Scouse Gits's Homepage!
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City Walls are harder to bring down than Coastal Fortresses. SDI is more complicated - I believe there is a message about barbed wire preventing sabotage - but my one attempt was a long time ago!! Others should know more about this.

The message about the AI being suspicious only comes when a spy attempts to steal tech more than once from the same place. (Diplos can never steal twice fron the same city) Repeated sabotage in the same location does not seem to reduce your chances of success.

-----------

SG (2)


ruoxiaohai


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posted January 08, 2001 05:06   Click Here to See the Profile for ruoxiaohaiClick Here to Email ruoxiaohai Visit ruoxiaohai's Homepage!
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My friend was playing in the WW79 scenario given with conflicts in civilization addon, and he was distressed to find out that he could not sabotage the enemy SDIs, so it would appear that SDIs cannot be sabotaged.
Other than that, thanks for the input!
Fergus Horkan


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posted January 08, 2001 06:53   Click Here to See the Profile for Fergus HorkanClick Here to Email Fergus Horkan Visit Fergus Horkan's Homepage!
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I think a previous thread showed someone experimenting with repeated sabotages. Once the experimenter had reduced the target city to just SDI as the only remaining improvement, all future sabotage attempts destroyed whatever was in production, even though no shields had been added since the last attempt.
Edward


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posted January 08, 2001 12:31   Click Here to See the Profile for EdwardClick Here to Email Edward Visit Edward's Homepage!
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I'll fourth the motion that SDIs cannot be sabatoged.

I had the same experience Fergus Horkan had. With only the SDI improvement left, spies will sabatoge an (even empty) production box, never the SDI.

Bohlen


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posted January 08, 2001 15:50   Click Here to See the Profile for BohlenClick Here to Email Bohlen Visit Bohlen's Homepage!
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I think the verdict is still out on whether or not SDIs can be sabotaged. It has happened before. See this thread ---> ../../Forum3/HTML/000971.html
La Fayette


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posted January 09, 2001 11:04   Click Here to See the Profile for La FayetteClick Here to Email La Fayette Visit La Fayette's Homepage!
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ruoxiaohai
Back to your question: "...is the chance of sabotage related to the number of improvements...?".
I would say Yes with dips and No with spies.
Dips cannot choose. Then, if you wish to destroy city walls, the worst that can happen to you is coming to the city with one dip per turn and getting three or four messages telling you that the unit under building has been destroyed. My advice would be: send one dip to have a look and tell how many improvements there are in the city (let us say n), then come back with at least n+1 dips to make sure that the walls go down.
Spies can choose. Then, if you wish to destroy city walls, 1 of 2 vet spies will do the job for you on the average (and at least 1 of 2 will survive). I have not been using any non vet spy for a very long time, but, as far as I remember, the result is the same with lesser chances of success and heavier losses.
God save our gracious vet spies!

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

Crustacian


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posted January 09, 2001 15:23   Click Here to See the Profile for CrustacianClick Here to Email Crustacian Visit Crustacian's Homepage!
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Thats right, it was only said because the more improvements you have in a city (before spies with their selection abilities) the more chances you have of sabotaging one of the other buildings or production shield boxes (which can be done over and over in one turn).

Military units inside the city do not help to hinder sabotage.

And yes dips do sometimes foil the steal tech attempt. I have seen it happen lots of times.
Civ2 manual: It says "each dips has a 20% chance to twart steal tech, spies 40%, vet spies 60%, and the effect is cumulative in the effort to do this. But I do not think that having 5 dips in a city will prevent stealing of a tech from it as it says regarding the cumulative effect.

And sabotage is not prevented by having a dip in it. Tho it should be the same as with stealing imho

Smash


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posted January 09, 2001 15:46   Click Here to See the Profile for SmashClick Here to Email Smash Visit Smash's Homepage!
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Yes there should be some way to counter sabotage.Either thru foiling or some improvement that lessens chances.I always thought the courthouse and police stations should have more "abilities".There just isn't any reasonable defense and that kinda sucks.Its great if I'm the one sabotaging;
Crustacian


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posted January 09, 2001 16:19   Click Here to See the Profile for CrustacianClick Here to Email Crustacian Visit Crustacian's Homepage!
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It was interesting to try some tests. one city had 6 dips inside, but on the 11th attempt a tech was stolen.

the other cities each had 5 dips and anywhere from the 1st try to maybe 8 tries before a tech was stolen.

But, it would be such a loss of dips to steal against such a counterespionage defense that it may be too impractical. A player would need a bunch of dips ready, and unless they were on a boat, would be sitting ducks if their mission failed. Evn then it would be no guarantee any would escape.

So get known as a heavy defender with dips and maybe no one will mess with you.

SlowThinker


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posted January 09, 2001 17:42   Click Here to See the Profile for SlowThinkerClick Here to Email SlowThinker Visit SlowThinker's Homepage!
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quote:

<font size=1>Originally posted by Crustacian on 01-09-2001 03:23 PM</font>
Civ2 manual: It says "each dips has a 20% chance to twart steal tech, spies 40%, vet spies 60%, and the effect is cumulative in the effort to do this.

I claimed at point 11.2 of LINK: Info: Diplomats and Spies that it is not cumulative
quote:

<font size=1>Originally posted by Crustacian on 01-09-2001 03:23 PM</font>
But I do not think that having 5 dips in a city will prevent stealing of a tech from it as it says regarding the cumulative effect.

It may be cumulative this way:
Chance against one dip = 0.8 (80%)
Chance against 2 dips = 0.8*0.8 (64%)
Chance against 3 dips = 0.8^3
(^ means power)
etc
[This message has been edited by SlowThinker (edited January 10, 2001).]
debeest


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posted January 10, 2001 02:32   Click Here to See the Profile for debeestClick Here to Email debeest Visit debeest's Homepage!
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I believe this to be the case. I think you should add it as a tentative conclusion in your excellent dip/spy thread.
SlowThinker


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posted January 10, 2001 03:02   Click Here to See the Profile for SlowThinkerClick Here to Email SlowThinker Visit SlowThinker's Homepage!
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good advertisement, debeest

There is many unanswered probability-oriented questions in LINK: Info: Diplomats and Spies (they have a blue color there), does anybody want to perform and to release some tests? I am bored with dip/spy tests yet.
[This message has been edited by SlowThinker (edited January 10, 2001).]

debeest


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posted January 10, 2001 03:10   Click Here to See the Profile for debeestClick Here to Email debeest Visit debeest's Homepage!
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Heh. I can't find yer durn dip/spy thread any way but by clicking on your link to it. Okay, I'm not all that bright with computer stuff, but I think your thread needs all the advertising it can get.
SlowThinker


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posted January 10, 2001 04:19   Click Here to See the Profile for SlowThinkerClick Here to Email SlowThinker Visit SlowThinker's Homepage!
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La Fayette,
quote:

Originally posted by La Fayette on 01-09-2001 11:04 AM
Dips cannot choose. Then, if you wish to destroy city walls, the worst that can happen to you is coming to the city with one dip per turn and getting three or four messages telling you that the unit under building has been destroyed. My advice would be: send one dip to have a look and tell how many improvements there are in the city (let us say n), then come back with at least n+1 dips to make sure that the walls go down.


1. It may be useful to check a city during sabotaging. Suppose an opponent have a city with 8 improvements. After 4 sabotage actions there is a 50% chance (?! look points 2 and 3) that city walls were destroyed yet: So, there is a 50% chance you will consume your last dip if you will let him investigate the city.

2. Question 12.14 of
LINK: Info: Diplomats and Spies is relevant:
What is the probability that diplomat/spy+"use her judgement" will choose to sabotage a production?

3. Do all improvements have the same probability to be chosen for a diplomat/spy+"use her judgement" sabotage?

Crustacian


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posted January 10, 2001 05:43   Click Here to See the Profile for CrustacianClick Here to Email Crustacian Visit Crustacian's Homepage!
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quote:

Originally posted by SlowThinker on 01-09-2001 05:42 PM

I claimed at point 11.2 of LINK: Info: Diplomats and Spies that it is not cumulative
It may be cumulative this way:
Chance against one dip = 0.8 (80%)
Chance against 2 dips = 0.8*0.8 (64%)
Chance against 3 dips = 0.8^3
(^ means power)
etc
[This message has been edited by SlowThinker (edited January 10, 2001).]

Sorry I was not able to exhaust the archived info put forward on the subject so far, but ruoxiaohai asked and I looked for an answer in the manual rather than off the top of my head.

You say it is not cumulative, then you say it "MAY" be. Saying the chance against one dip is 80% is the same as the civ manual says 1 dip has 20% chance to thwart...6 of one/ half dozen of the other. After that it is only speculation as to exactly whats what

I know from experience it is, (to "some degree") the manual says it is.

Obviously it is not cumulative in the reasonable guess sense of:
1 dip = 20%, therefore 5 dips = 100% un stealable.
Since techs can still be stolen with even 6 dips inside this is not a correct conclusion.

But it is cumulative to some degree, and in a "practical sense" you can use this general knowledge to your advantage.

1)To simply know that the more dips you have in a city the better your chances of thwarting tech stealing

2)It is important simply to know that 5 dips or even one will not guarantee a theft will be thwarted.

3) It is simple to understand that someone wanting to steal will only go so far to do so. Well some folks anyway If you don't have some dips in vulnerable cities it will be very easy and surely worth while to those who steal techs.
If you have some dips in vulnerable cities, they may find it not worth while to steal and may actually research things for their own self

SlowThinker


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posted January 10, 2001 06:07   Click Here to See the Profile for SlowThinkerClick Here to Email SlowThinker Visit SlowThinker's Homepage!
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quote:

<font size=1>Originally posted by Crustacian on 01-10-2001 05:43 AM</font>
You say it is not cumulative, then you say it "MAY" be.

I speak in past tense (I claimed...it is not cumulative ).
quote:

<font size=1>Originally posted by Crustacian on 01-10-2001 05:43 AM</font>
Obviously it is not cumulative in the reasonable guess sense of:
1 dip = 20%, therefore 5 dips = 100% un stealable.
Since techs can still be stolen with even 6 dips inside this is not a correct conclusion.

1 dip = 20% chance to thwart,
1 dip = 80%(100%-20%) chance to steal,
2 dips = 64% chance to steal,
...
5 dips = 0.8 power 5 *100% (it is not zero) chance to steal,
therefore 5 dips is not 100% chance to thwart

So it MAY be cumulative that way.

[This message has been edited by SlowThinker (edited January 10, 2001).]

La Fayette


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posted January 10, 2001 09:43   Click Here to See the Profile for La FayetteClick Here to Email La Fayette Visit La Fayette's Homepage!
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ST
Thank you for giving me a link to your thread about dips and spies. I can understand why you get bored testing!
It's very good work and will proove to be very useful, like SG's Great Library.
I got bored bribing the other day, but I'll try to contribute as soon as I recover .
La Fayette


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posted January 10, 2001 11:17   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 must answer your post on this thread in the meantime.
My feeling is that when a dip attempts sabotaging he destroys:
1) the unit under building (if there are shields in the box),
2) then improvements other than city walls,
3) then city walls.
(but this is a feeling, not a test; maybe it's random, as you suggest, with a high probability for unit under building and a very low one for walls).
Come on guys! Help us testing!

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

Scouse Gits


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posted January 10, 2001 13:41   Click Here to See the Profile for Scouse GitsClick Here to Email Scouse Gits Visit Scouse Gits's Homepage!
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La Fayette - I think there is a much higher probability that the diplomat will destroy the City Walls later rather than sooner. There have been times when I've packed a city with them only to find I need one or two before I destroy the Walls.

It is probably the reason we all keep playing ... the game always has a few surprises!

---------

SG (2)

La Fayette


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posted January 11, 2001 11:49   Click Here to See the Profile for La FayetteClick Here to Email La Fayette Visit La Fayette's Homepage!
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SG,
Mind you, I'm going to destroy hundreds of improvements to-night with dips and spies and my beloved vet spies!
Results to-morrow (unless I get stuck under the rubble).
La Fayette


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posted January 12, 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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The proud egyptian city of Memphis has been under severe assault last night. 300 improvements have been destroyed by hordes of babylonian spies and vet spies.
Here are the main results:

1) Attack by 6 spies (non vet, use their judgment)
(since there are 5 improvements in the city, plus one under building)
Losses (after 25 attacks, which was judged to be enough, since the pattern was quite clear): 75 spies captured, 75 spies unharmed and promoted to veteran status.
This means exactly 50% losses.

Results (after 25 attacks):
Bank (ub) : 9, 5, 1, 2, 2, 6, =25
Barracks :12, 9, 4, 0, 0, 0, =25
Temple : 2,10, 9, 4, 0, 0, =25
Market Pl : 1, 0, 9,12, 3, 0, =25
Library : 0, 0, 0, 6,15, 4, =25
City Walls : 1, 1, 2, 1, 5,15, =25

(9 column one means that the bank under building was destroyed 9 times by spy #1)

The pattern is clear: almost a diagonal matrix, meaning that spies destroy almost according with the list of improvements, with a slight random factor (and a less clear pattern for the improvement under building).

2) Attack by 6 vet spies (use their judgmeent)

Losses (after 25 attacks): 43 vet spies captured, 107 unharmed.

Results:

Bank (ub) : 8, 4, 4, 2, 1, 6, =25
Barracks :12, 9, 4, 0, 0, 0, =25
Temple : 2,10, 9, 4, 0, 0, =25
Market P : 1, 0, 9,12, 3, 0, =25
Library : 0, 0, 0, 6,15, 4, =25
City Walls : 1, 1, 2, 1, 5,15, =25

(same pattern).
I intend to destroy some more improvements during the week-end. Results next week.

ST
Of course I put the main results on your thread when the fight is over .


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

La Fayette


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posted January 12, 2001 11:34   Click Here to See the Profile for La FayetteClick Here to Email La Fayette Visit La Fayette's Homepage!
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The proud egyptian city of Memphis has been under severe assault last night. 300 improvements have been destroyed by hordes of babylonian spies and vet spies.
Here are the main results:

1) Attack by 6 spies (non vet, use their judgment)
(since there are 5 improvements in the city, plus one under building)
Losses (after 25 attacks, which was judged to be enough, since the pattern was quite clear): 75 spies captured, 75 spies unharmed and promoted to veteran status.
This means exactly 50% losses.

Results (after 25 attacks):
Bank (ub) : 9, 5, 1, 2, 2, 6, =25
Barracks :12, 9, 4, 0, 0, 0, =25
Temple : 2,10, 9, 4, 0, 0, =25
Market Pl : 1, 0, 9,12, 3, 0, =25
Library : 0, 0, 0, 6,15, 4, =25
City Walls : 1, 1, 2, 1, 5,15, =25

(9 column one means that the bank under building was destroyed 9 times by spy #1)

The pattern is clear: almost a diagonal matrix, meaning that spies destroy almost according with the list of improvements, with a slight random factor (and a less clear pattern for the improvement under building).

2) Attack by 6 vet spies (use their judgmeent)

Losses (after 25 attacks): 43 vet spies captured, 107 unharmed.

Results:

Bank (ub) : 8, 4, 4, 2, 1, 6, =25
Barracks :12, 9, 4, 0, 0, 0, =25
Temple : 2,10, 9, 4, 0, 0, =25
Market P : 1, 0, 9,12, 3, 0, =25
Library : 0, 0, 0, 6,15, 4, =25
City Walls : 1, 1, 2, 1, 5,15, =25

(same pattern).
I intend to destroy some more improvements during the week-end. Results next week.

ST
Of course I put the main results on your thread when the fight is over .


East Street Trader


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posted January 12, 2001 12:34   Click Here to See the Profile for East Street TraderClick Here to Email East Street Trader Visit East Street Trader's Homepage!
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In broad terms, therefore, a vet succeeds (and survives) two third of the time, a greenie half.

Also looks as though the building/unit/wonder under construction doesn't get hit a second time once the production box is empty. (I have a feeling this has happened to me tho' - not when there is nothing left, or nothing but SDI, I mean. Can't place when tho'.)

There is a weighting towards less valuable improvements save that city walls have a generally lower probability but that lower probability can come in from hit one onwards.

All this accords with what unsystematised experience would suggest. Very nice to have it confirmed more authoritatively tho'.

Allez la France - keep up the good work.

Campo


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posted January 12, 2001 13:16   Click Here to See the Profile for CampoClick Here to Email Campo Visit Campo's Homepage!
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One question about basing dips/spies in a city to prevent sabotage: Should they be sleeping or fortified, or doesn't it matter?
Alinestra Covelia


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posted January 12, 2001 17:34   Click Here to See the Profile for Alinestra CoveliaClick Here to Email Alinestra Covelia Visit Alinestra Covelia's Homepage!
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As my response to the sabotage thread, I would merely like to point out that ruoxiaohai is probably a compulsive thief when he is at home. Also that counterespionage is futile against him.
SlowThinker


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posted January 12, 2001 23:18   Click Here to See the Profile for SlowThinkerClick Here to Email SlowThinker Visit SlowThinker's Homepage!
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La Fayette,
very good work!

quote:

Originally posted by La Fayette on 01-12-2001 11:22 AM
ST
Of course I put the main results on your thread when the fight is over .

Good idea: I noticed this thread, but, in general, I may be engaded by other things, so it would be proper act to notice me about any new result.

I go ski for next week, I will upgrade Post1 then.

East Street Trader


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posted January 15, 2001 05:52   Click Here to See the Profile for East Street TraderClick Here to Email East Street Trader Visit East Street Trader's Homepage!
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SlowThinker

Just got back from a fortnight in Murren - awesome despite poor snow.

Is there skiing in the Czech Republic?

La Fayette


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posted January 15, 2001 08:41   Click Here to See the Profile for La FayetteClick Here to Email La Fayette Visit La Fayette's Homepage!
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Attack of the proud mongolian city of Nishapur by hordes of german dips:
5 dips attack 25 times (since there are 4 improvements + settlers under production in the city). Results:

Settlers (ub): 14, 4, 4, 3, 0, =25
Barracks_____: 10,14, 1, 0, 0, =25
Temple_______: 0, 6,15, 3, 1, =25
Market Place : 0, 1, 5,17, 2, =25
City Walls___: 1, 0, 1, 2,21, =25

(14 means that dip #1 destroys the settlers)

The pattern is the same as when using spies: almost a diagonal matrix, meaning that dips choose their target almost in accordance with the list (with a slight random factor).
The difference is the level of losses (all dips lost in the attack, instead of 50% of non vet spies and about 28% of vet spies).
I don't feel like testing vet dips now (I bet the pattern of results is the same and the level of losses somewhere between dips and non vet spies).

But I have tested an attack with spies choosing their primary target. Results hereunder.

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

SlowThinker


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posted January 15, 2001 08:45   Click Here to See the Profile for SlowThinkerClick Here to Email SlowThinker Visit SlowThinker's Homepage!
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East Side Trader,
Yes, there is. But, pistes are short (500 m of difference of altitude is the max), snow may be from december to april (from 700 m up), it is much cheaper than Alpes, but sometimes snow conditions are bad: I go to Italy now.

Where is Murren?
[This message has been edited by SlowThinker (edited January 15, 2001).]

SlowThinker


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posted January 15, 2001 08:54   Click Here to See the Profile for SlowThinkerClick Here to Email SlowThinker Visit SlowThinker's Homepage!
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La Fayette,
I am inclinable to believe that Vet dips work the same manner as non-Vet dips in all situations.
La Fayette


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posted January 15, 2001 09:17   Click Here to See the Profile for La FayetteClick Here to Email La Fayette Visit La Fayette's Homepage!
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Attack of the ancient and glorious city of Memphis by hordes of babylonian spies ("choose their primary target").

1) 25 attacks by 6 non vet spies attempting to destroy city walls (I chose 6 because it was the number of spies used during the previous attack of Memphis,"use their judgment", see results above)
0 spy lost: 3 times
1 spy lost: 9 times
2 spies lost:6 times
3 spies lost:3 times
4 spies lost:1 time
5 spies lost:1 time
6 spies lost:2 times (which means that, unlike Jericho, the walls of Memphis did not come tumbling down).
Global losses are reduced, compared with the "use their judgment" attack: 51 spies lost instead of 75, but the attack fails twice out of 25 attempts.

2) 25 attacks by 6 vet spies attempting to destroy city walls:

0 spy lost : 5 times
1 spy lost : 16 times
2 spies lost: 3 times
3 spies lost: 1 time

Beloved vet spies! The walls tumble down and losses are quite light (25 spies lost in 25 attacks, which means exactly 1 loss/attack on the average).

I plan to be back with some results about poisoning and stealing techs within a few days (fed up with destroying improvements for the time being).

BTW there were neither dips nor spies inside Memphis and Nishapur.

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

La Fayette


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posted January 15, 2001 09:39   Click Here to See the Profile for La FayetteClick Here to Email La Fayette Visit La Fayette's Homepage!
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ST
Murren is Switzlerland (shame on me if not).
No city walls there. But there is a wall ("wand" in german), with world reputation not far from there: the so called "Eigerwand", quite impressive to look at and very very difficult to climb.
I stopped at the Lauberhorn which is much easier to climb, but skiing down to Wengen was great fun.
(auld times, and slightly off-topic I'm afraid; excuse me).
East Street Trader


b.02-15-99
posted January 15, 2001 10:48   Click Here to See the Profile for East Street TraderClick Here to Email East Street Trader Visit East Street Trader's Homepage!
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So a secret service support for an attacking army of just two vet spies (plus one more for each subsequent target city) gives good odds for bringing down the walls by selecting them as a target.

Interesting. Very.

For non vets the trade off between letting the spy choose her target and specifying the walls seems to go something like

- non-selection guarantees some damage is done even if the walls never come down and the city is not taken; also calculating the number of spies needed to make the attack statistically close to a sure thing is easier.

- selecting the walls is a higher risk/higher reward approach; many spies may be lost for nothing at all; but the walls may come down at the first or second attempt with no or very few spies lost with some improvements retained in the city once it has been taken.

I, for one, have been getting this one wrong. My practice has been always to let the spy choose her target. I can now see that, particularly with vets, there are going to be tactical situations which favour specifying the walls. Attacking any city with a lot of improvements being an obvious one.

I have a feeling (empiric evidence only) that my attempts (outside communism) to make my spies into vets involve casualty rates at about 50%. So to get two vet spies I have had to build four. That still looks cheap compared to non vet results tho'.

Looking forward to results on poisoning etc. In case they throw up routes to vet status which are less costly.

Yes, Murren is in Switzerland. It is where recreational skiing started. It has enduring links with the UK but I also met quite a few Scandinavians and Dutch there. Not many French or German people.

If you like cutting yourself off from the world amongst a smallish group of other folk with whom you share an interest it is a really nice place.

Incredible views - I spent some minutes looking at the face of the Eiger mystified that folk climb it. Nowadays, apparently, free climbing - no ropes!

Like the sound of cheaper skiing in the Czech Republic. With tourism to central Europe picking up perhaps there is a cheap flight to be found. I might just look into it.

Meanwhile, I'm already dreaming of a week in Val d'Isere (my favourite resort) in March.

La Fayette


b.02-15-99
posted January 16, 2001 08:59   Click Here to See the Profile for La FayetteClick Here to Email La Fayette Visit La Fayette's Homepage!
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EST
Please, don't post too much about Val d'Isère
(I was lucky enough to be named responsible for a number of economic studies about the growth of such places in the late sixties; wrote 4 books about Val d'Isère, one about Wengen and Grindelwald, none about Murren though...and don't go skiing any more now)

About dips and spies:
1) With 3 vet spies, you are quite sure that the walls tumble down (all walls but one went down during my test with zero or one spy lost, but this game is tricky and I would suspect that there may be a 1% probability of needing spy #3 to be really on the safe side).
2) With dips or non vet spies, the test shows that you are sure that the walls go down if you attack with n+1 and let them choose their target (n being the number of improvements in the city), but losses are high (100% with dips and 50% with spies), and, most of the time, you need to destroy all other improvements before getting rid of the walls.
3) Choose communism and build vet spies. This is the only way to get them cheap (and communism also has many other interesting features, ... in civ2, I mean ).

SlowThinker


b.02-15-99
posted January 21, 2001 10:24   Click Here to See the Profile for SlowThinkerClick Here to Email SlowThinker Visit SlowThinker's Homepage!
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La Fayette,
what means "x spies lost" in your post from January 15, 2001 09:17? Does it include spies captured before AND after the sabotage of city walls? (I would like to join our results)
Did you test the capital? (I mean the message "Attempting sabotage in enemy capital or against city walls is very risky". It may be cumulative).

I did a quick test for sabotaging/use her judgement with
Barracks, Granary, Temple, MarketPlace, Bank, Cathedral, Recycl., SuperHighways, PoliceSt., with no recording. I felt Recycl., SuperH and Police were usually destroyed first, then choice skipped to the beginning of the list...

I tried to head computer to specific improvement: I sent first unit with "primary target" option, then I watched if it will affect subsequent choices with "use her judgement". It doesn't.

[This message has been edited by SlowThinker (edited January 21, 2001).]

SlowThinker


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posted January 21, 2001 10:44   Click Here to See the Profile for SlowThinkerClick Here to Email SlowThinker Visit SlowThinker's Homepage!
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I tested industrial sabotage with spies and "primary target".

Description of tests:
50 attempts for each test:
Test 1: Vet spy - city walls, not the capital
Test 2: Vet spy - city walls, the capital
Test 3: Non-Vet spy - city walls, not the capital
Test 4: Vet spy - not city walls (ordinary improvements), not the capital
Test 5: Vet spy - not city walls (ordinary improvements), the capital
Test 6: Non-Vet spy - not city walls (ordinary improvements), not the capital
Test 7: Non-Vet spy - not city walls (ordinary improvements), the capital

I took notice of the survival after the attempt too: I imagined a spy attempt may be divided into two parts:
1. The enemy tries to capture a spy before completing her mission (the sabotage fails if he is succesful)
2. The enemy tries to capture a spy after completing her mission

I mark a succesful capture as 0, and an escape as 1: The result of a mission may be recorded as 0, 10 or 11:
0: The capture before the mission
10: Unsuccesfull capture before completing a mission (i.e. succesful sabotage) and succesfull capture after the mission
11: Unsuccesfull capture before completing a mission (and succesful sabotage) and an escape after the mission.

Results
Test 1: Vet spy - city walls, not the capital
0,0,11,10,11,11,11,11,0,0,10,0,11,0,11,10,0,11,0,11,11,0,0,11,11,0,0,10,0,11,10,0,0,0,10,10,0,11,10,0,10,10,11,0,0,10,0,11,10,0
22/50 (44%) captured before
16/28 (57%) escaped after

Test 2: Vet spy - city walls AND the capital
0,0,10,0,0,0,0,0,10,11,10,10,10,10,0,10,10,10,10,11,0,10,0,10,10,11,10,10,0,0,0,0,10,11,11,0,0,11,0,0,11,11,10,10,0,10,11,0,10,0
21/50 (42%) captured before
9/29 (31%) escaped after

Test 3: Non-Vet spy - city walls, not the capital
11,0,10,10,0,0,0,0,10,0,0,11,10,10,10,0,10,10,10,0,0,0,11,10,11,10,0,0,10,10,10,10,0,10,11,0,0,0,10,10,10,0,0,0,0,10,0,0,10,10
23/50 (46%) captured before
5/27 (18.5%) escaped after

Test 4: Vet spy - not city walls (ordinary improvements), not the capital
11,10,10,10,10,10,11,11,10,10,0,10,0,11,11,10,10,10,11,0,0,10,10,10,11,10,11,11,10,11,10,10,11,11,10,10,11,11,11,11,10,11,10,10,0,11,11,0,10,10
6/50 (12%) captured before
19/44 (43%) escaped after

Test 5: Vet spy - not city walls (ordinary improvements), the capital
10,10,0,0,11,11,0,10,10,10,10,11,0,11,11,0,10,0,11,11,11,11,0,10,11,11,0,0,11,11,0,0,0,0,11,11,11,0,11,11,0,10,10,10,0,0,11,11,11,11
17/50 (34%) captured before
22/33 (66%) escaped after

Test 6: Non-Vet spy - not city walls (ordinary improvements), not the capital
10,10,10,10,10,11,10,0,10,0,10,11,10,0,10,11,0,0,10,11,10,0,10,0,10,11,10,10,10,10,10,11,0,0,10,11,0,10,0,0,0,10,0,10,11,10,10,11,0,10,
15/50 (30%) captured before
9/35 (25.7%) escaped after

Test 7: Non-Vet spy - not city walls (ordinary improvements), the capital
0,10,0,10,0,10,10,0,10,10,10,0,10,10,0,10,10,0,11,0,0,0,0,0,0,10,10,0,0,10,10,0,0,11,10,11,0,0,0,0,0,0,10,0,0,0,11,11,0,0
28/50 (56%) captured before
5/22 (22.7%) escaped after

Summary:
Generally, I am confused. I am unable to find any simplifying rules.

____________________________________
There is a question: Is any attempt independent on a number of previous unsuccesful attempts for the same city? Using other words: Has La Fayette's concentration to the number of spies lost any sense?
[This message has been edited by SlowThinker (edited January 21, 2001).]

La Fayette


b.02-15-99
posted January 22, 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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ST
It is clear that you and I are going to destroy some more improvements before having a complete answer to all questions.
My attacks up to now were limited to the cities of Memphis and Nishapur. Neither of these was a capital and there were no dips or spies inside the cities.
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).
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.

Then, what is clear now from our tests?

1)"Use her judgment"

I think that the situation is quite clear when there is no specified target (which means attacking with dips or attacking with spies and choosing "use her judgment").
In that case, the improvements inside the city are destroyed almost in accordance with the list (my tests), with some sort of priority for some modern improvements (your tests).
City Walls are usually close to the bottom of the list.
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).
In fact, it seems to me that the solution I gave before we started testing is still valid after test:

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.

2)"give primary target"
You are right, when 1 spy is lost she may be lost either before or after destroying the walls (O or 10, in your log).
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 have converted your log into mine, in order to check whether your results are close to mine. Here it is (column 1=your test, column 2=my test):

Test 1: Vet spies; city walls; not the capital
O lost = 7,5
1 lost = 14,16
2 lost = 3,3
3 lost = 3,1
4 lost = 1,0
Total = 28,25

My conclusion: results quite in accordance (33 spies lost in 28 attempts in your test, 25 lost in 25 attempts in my test).

Test 3: Non vet spies; city walls; not the capital
0 lost = 3,3
1 lost = 15,9
2 lost = 4,6
3 lost = 3,3
4 lost = 1,1
5 lost = 2,1
6 lost = 0,2

Results also quite in accordance (46 spies lost in 25 attempts in your test, 51 lost in 25 attempts in my test).

3) What remains to be tested:
- vet dips (I don't wish to; I love vet spies, not vet dips)
- capital (I'll do some testing this week)
- improvements other than city walls (I'm satisfied with your test)

4) Am I confused?
Not at all. I think we are close to the end, since your tests provide results very close to mine.

(This is not the case when bribing cities without capital; I tell you about that later)

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

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