A murder or attempted murder can be a messy thing. I'm sure that
your militia arrived after the attempt was made and is merely
claiming credit for stopping it.
Seriously, though, I believe the message is the game's way of telling
you an assassination attempt was made in your capital. Else, how
would you know? You wouldn't get a message if it was successful,
because if successful, I'm sure the evidence would have been covered
up.
I further believe that each hex has a "defense value" for agent
actions. If I'm correct, all actions are resolved including that
value using some formula I have no clue about, but probably includes
relations, loyalty, respective ranks involed, etc.. But, when the
hex belongs to a player, certain actions are reported to the owner.
So, although I don't believe the militia stopped the attempt, it does
bring up a good question. Can the size, fortification, and loyalty
of a pop center owned by one player affect the actions of two others
within the hex that don't directly involve the first person?
Scott
--- In mepbmlist@y..., mcgoldrickb@h... wrote:
Folks,
I just thought to throw out to the list a strange set of
circumstances to see if it is the norm or if someone has a decent
explaination.
I had an ally agent attempt to assassinate an enemy character on my
capital. Myself and my ally each had tolerated relations to one
another, while we both had disliked relations to the enemy
character's nation.
The agent fails with the message, "Failed because of tight security"
At the same time, I get a nation message stating the the "local
militia of my capital spotted my ally's agent and thwarted his
mission."
So, my question is did the assass fail because my militia thwart
his
mission ?
If so why did my militia stop him ?
The target character was an enemy and the character was doing
nothing
···
against my characters or pop center.
I have thought of the agent being doubled but the question remains,
why did my local militia get involved ?
Has anyone seen this or explain it ?
Cheers
Brendan