bugFreeciv - Bugs: bug #24460, diplo double fault

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bug #24460: diplo double fault

Submitted by:  Frank <dunnoob>
Submitted on:  Thu Feb 25 22:56:11 2016  
Category: NoneSeverity: 3 - Normal
Priority: 5 - NormalStatus: None
Assigned to: NoneOpen/Closed: Open
Release: Operating System: None
Planned Release: Contains string changes: None

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Sun Jul 10 13:41:34 2016, comment #1:

> (1) Why did the city shrink?

That's the rules. It's documented in Diplomat help:

> - "Incite a Revolt": In return for gold a foreign city will change
> allegiance and join your empire, bringing along all nearby units that
> call it home, but reducing its size by 1. Units in other cities
> remain in the enemy's control, but units outside cities are lost to
> both players. The exact sum depends on the status of the city and
> that of the civilization that owns it. It is not possible to incite
> a rebellion in a capital, or in any city governed by a democracy.
> Incitement may be attempted in peacetime, but will cause a
> diplomatic incident.

> (2) Are the odds of 5 "sabotage" failures vs. 1 "incite" success plausible?

Haven't checked this. Targeted sabotage does have a reduced chance of success (you don't say whether it was targeted at the city's current production or the city had no buildings).

Jacob Nevins <jtn>
Project Administrator
Thu Feb 25 22:56:11 2016, original submission:

Two oddities: In a siege a spy detects that the defender builds a diplomat. It is a small town (pop 2, 3 cannons, no diplomatic defense, gov monarchy). Therefore I tried to sabotage the city production, but FIVE spies failed. In the next turn ONE spy successfully incited a revolt (cost: 174), and the city shrinks.

(1) Why did the city shrink?
(2) Are the odds of 5 "sabotage" failures vs. 1 "incite" success plausible?

Frank <dunnoob>


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  • -unavailable- added by jtn (Posted a comment)
  • -unavailable- added by dunnoob (Submitted the item)

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