
(4^n - 3^n)/4^n ? Or 1 - (3^n/4^n)
That seems more accurate than the assumed 50%
How'd you get there?
#spies chance_of_reveal
1 25.0%
2 43.8%
3 57.8%
4 68.4%
5 76.3%
6 82.2%
7 86.7%
8 90.0%
9 92.5%
10 94.4%
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(4^n - 3^n)/4^n ? Or 1 - (3^n/4^n)
That seems more accurate than the assumed 50%
How'd you get there?
1. Spy missions have a 50% chance of failure.
2. Military sabotage has a chance to damage or interrupt production OR reveal all armies.
I'm guessing it flips a coin twice 0.5*0.5 = 0.25. So a given spy would have a 25% chance to reveal. It's also possible that damage, interrupt and reveal are separate and weighted equally so reveal would then be 0.5/3 = 16.7%. The numbers above assume 25% and uses the binomial distribution; each spy is a separate coin being flipped with a 25% chance of being heads. If it was instead 16.7% the probabilities would be as follows:
1 16.7%
2 30.6%
3 42.1%
4 51.8%
5 59.8%
6 66.5%
7 72.1%
8 76.7%
9 80.6%
10 83.8%
If it does work something like this I'm questioning the long held belief that multiple spies in a province or buildings in a province make a difference. This would require quite a bit of data to test, but you could scientifically test it by gathering data and seeing if the data rejects the above hypothesis at a given confidence level.
Oof, if it turns out that buildings in a province don't matter for reveals then I've been missing out on a lot of secondary sabotage effects!
Cool stuff.
Do you have a theory for how presence of counterespionage spies would affect it? It's tough to isolate and gather data on probabilities of the spies themselves if we're mostly in real games where we don't know whether the opponent's counterspies are blocking some amount of success.
Maybe Iβll try this in a game soon. Iβll put 6 spies in a country and at the end of the game calculate how many days were revealed or not. To me I feel like 6 spies work 80% of the time so Iβm guessing that this is actually quite accurate.
According to the wiki counter spies "Increases the chance of foreign spies failing their mission and being caught in the target province." So I would guess that that it changes the overall chance of failure from 50% to something higher like 75%. This could be a situation where having multiple spies in a province is worse, if the counter spy raises the chance of failure of all spies in the province by the same amount. I would be afraid to guess if it affects just one or multiple. However, counter spies probably work in the same binomial way. Each is a separate coin with a 50% chance of either increasing failure or increasing capturing chance. I'd guess that it's 25% for each, so the first table above would apply.jubjub bird wrote:
Do you have a theory for how presence of counterespionage spies would affect it?
That would make sense. We could craft a 2-d table calculating probability of reveal given X milsab spies and Y counterespionage spies, assuming that each spy is independent and that it doesn't matter whether they're in 1 or many provinces.
Well counter spies only affect spies in the same province they are in.
I don't think that's true, I think they cover all territory. When I use them I usually just stack them in one province and they catch spies in other provinces as far as I can tell.
Well according to what I quoted above from the wiki "failing their mission and being caught in the target province", implies they do their job in a specific province.
Hm, and of course I don't have any active games to test this in. Maybe target province is referring to the enemy spy being caught in the province it was targeting...
I'm pretty sure counter spies work for your whole empire, or at least a larger region than one province. Like jubjub, I have caught (lots of!) enemy spies operating in different provs than the counterspies were located. Still I usually use counterspies in my core, so I don't know how big that region actually is.
They actually do
I had counter spies in Addis Ababa and they caught some in Trelew, South america
Also like jubjub, I fell that reveals are MUCH more common in provs without buildings. I sometimes try using spies in provs with buildings (just for the heck of it), and often find they attacked buildings instead. I think this works something like, "first we figure out if the action was succesful, and then what it did". The "what it did" part of that brings is to 100% reveals on empty provs, and some sort of division between reveal/attack building in the other case.
Ah yea I've got an example too, just remembered from my heavy tank game. I had counters in my core, East Mexico, and caught an enemy spy that was in a province up in Oregon.
Another thing I've wondered is whether spies can be caught without counters, or if you absolutely need a counter to reveal a spy.
I'm starting to question this now that I think on it more, because I absolutely have not gotten a 50% reveal success rate with milsab spies. Granted, my enemies could have been using counters, but they can't have used that many because my spies were rarely caught. Maybe there's something to dxc's theory that it's not 50/50 success/fail, it's 50/25/25 fail/reveal/damage. Maybe we've been missing out on building damage all alongK.Rokossovski wrote:
Also like jubjub, I fell that reveals are MUCH more common in provs without buildings. I sometimes try using spies in provs with buildings (just for the heck of it), and often find they attacked buildings instead. I think this works something like, "first we figure out if the action was succesful, and then what it did". The "what it did" part of that brings is to 100% reveals on empty provs, and some sort of division between reveal/attack building in the other case.

If anyone is in a test game right now, spread a bunch of spies across different provinces. I'm pretty sure espionage reports come at the province level so it'll be easier to tally up individual spy results if it's just one spy per province. Split em across buildings/empty and we might be able to put some data to this. I wish I still had my whole-map game to provide my own data.
Yes, they definitely can be caught without a counter spy. I've caught spies and I never use counters, plus from wiki: "There is also an inherent chance for spies getting caught either before or after they have executed their mission."jubjub bird wrote:
Another thing I've wondered is whether spies can be caught without counters
What the above comment says. Spies get captured all the time, with or without counters.
I had several games without using spies of any sort and caught spies in my cities/regions.jubjub bird wrote:
Ah yea I've got an example too, just remembered from my heavy tank game. I had counters in my core, East Mexico, and caught an enemy spy that was in a province up in Oregon.Another thing I've wondered is whether spies can be caught without counters, or if you absolutely need a counter to reveal a spy.
DxC wrote:
2. Military sabotage has a chance to damage or interrupt production OR reveal all armies.
I'm guessing it flips a coin twice 0.5*0.5 = 0.25. So a given spy would have a 25% chance to reveal. It's also possible that damage, interrupt and reveal are separate and weighted equally so reveal would then be 0.5/3 = 16.7%.
Don't you think the algorithm skips the damage/interrupt flip coin if there are no buldings in the area? Like K Roko, I have always noticed that the spies will reveal more often, if there are no buldings to sabotage. Either that or I am having confirmation bias.
DxC wrote:
Well counter spies only affect spies in the same province they are in.
After reading so many bugs on different games, I suspect this has more to do with the spaghetti codes in the game. (Or I could be wrong, don't know, I'm not a programmer).jubjub bird wrote:
I don't think that's true, I think they cover all territory. When I use them I usually just stack them in one province and they catch spies in other provinces as far as I can tell.
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