While digging through the campaign database I think I have discovered part of the reason why assassins have a remarkably low base chance of 12% to stab someone successfully compared to 35% for inquisitors. This is due to two major changes from RTW:
1. Assassins survive their missions more often (although they lose skill from them way too easily).
2. The target's skill level has almost no impact on how easy it is to kill him.
The relevant entries in the file:
<assassinate_base_chance float="12"/>
<assassinate_attack_modifier float="1.0"/>
<assassinate_defence_modifier float="0.0"/>
<assassinate_public_modifier float="1.0"/>
<assassinate_personal_modifier float="1.0"/>
<assassinate_counter_spy_modifier float="1.0"/>
<assassinate_agent_modifier float="2.0"/>
<assassinate_own_region_modifier float="0.7"/>
<assassinate_assassinate_attr_modifier float="0.1"/>
<assassinate_chance_min int="5"/>
<assassinate_chance_max int="95"/>
Changing the assassinate_defence_modifier to 1.0 made characters with high primary stats (command stars for generals, piety for priests etc.) impossibly difficult to kill, while those with low stats remained relatively easy (I have a whole bunch of level 10 killers and plenty of targets to test them on). I did notice some difference between killing a priest with 1 piety and one with 2 piety even when the value was set to 0.0, but nowhere near as dramatic as when set to 1.0. Apparently, killing someone on his home ground takes a large hit as well (assassinate_own_region_modifier float="0.7"). This makes experienced assassins super dangerous because they can assassinate virtually anybody no matter how experienced he is, unless he has one of the personal security traits or travels with a large stack of troops (the public and personal modifiers).
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