Difference between revisions of "Thievery"
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Available to: [[Personality|All]] | Available to: [[Personality|All]] | ||
Relations Required: [[Relations#Unfriendly|Unfriendly]] | Relations Required: [[Relations#Unfriendly|Unfriendly]] | ||
− | Effect: Kills up to a maximum of | + | Effect: Kills up to a maximum of 16.25% enemy soldiers at a rate of 0.67 soldiers per thief. |
Also kills a much smaller amount of specialists and elites. Will affect all troops, even those that aren't home. | Also kills a much smaller amount of specialists and elites. Will affect all troops, even those that aren't home. | ||
Operation Message: Our thieves assassinated X enemy troops. | Operation Message: Our thieves assassinated X enemy troops. |
Revision as of 17:39, 29 May 2024
No one ever said leadership involves only public activities. With a state-sanctioned paramilitary thieves guild available to you, the possibilities are endless. What may not be possible through war or magic may still be possible with deceit and deception. Never underestimate the power of the underground unknown.
Thieves are professional soldiers, trained in the arts of the elite underground and are trained on your Military Menu. They maintain a Stealth Rating which determines when they can be used. This rating rises automatically each day by 3 points and drops each time your thieves conduct an operation. Your thieves will not carry out missions without at least a 5% Stealth Rating.
The best measure of your guild's strength is the number of thieves you maintain per acre of land, often known as Thieves Per Acre (TPA), modified by your Thieves' Dens, your Crime science and your racial bonuses or penalties. The success rate of your guild depends on both your and your target's TPA. The raw damage, however, is based on raw strength - the more thieves you use in an operation, the more damage they can do.
The larger your province, the more difficult it will be to keep your guild well-organized and efficient. As your province grows larger, be prepared to keep training additional thieves to keep your network intact and effective. Like most things in Utopia, thievery operations are easier and more effective against provinces similar to you in size.
Information on how to calculate thief operations can be found here.
Thievery operations are divided in two categories, as listed below:
Contents
- 1 The Thieves' Toolbox: The Espionage Operations
- 2 The Thieves' Toolbox: The Sabotage Operations
- 2.1 Sabotage Wizards
- 2.2 Destabilize Guilds
- 2.3 Rob the Granaries
- 2.4 Rob the Vaults
- 2.5 Rob the Towers
- 2.6 Kidnapping
- 2.7 Arson
- 2.8 Greater Arson
- 2.9 Night Strike
- 2.10 Incite Riots
- 2.11 Steal War Horses
- 2.12 Bribe Thieves
- 2.13 Bribe Generals
- 2.14 Free Prisoners
- 2.15 Assassinate Wizards
- 2.16 Propaganda
- 3 Changelog
The Thieves' Toolbox: The Espionage Operations
The espionage operations will simply gather information regarding the enemy province. Nevertheless, sending 5% of your thieves will return completely accurate results .
Spy on Throne
Available to: All Relations Required: All Effect: Gives an estimate of the resources and troops available to a province Difficulty: very low Meter Movemement: 0
- Consumes only 1% Stealth
Spy on Defense
Reports enemy's standing defenses.
Available to: All Relations Required: All Effect: Reveals Net Defensive Points at Home Difficulty: very low Meter Movemement: 0
- Consumes only 1% Stealth
Spy on Exploration
Gives current pool size, and costs per acre in gold and soldiers.
Available to: All Relations Required: All Effect: Reveals pool size, and costs per acre in gold and soldiers. Difficulty: very low Meter Movemement: 0
Snatch News
Available to: All Relations Required: All Effect: Displays the targeted provinces Kingdom Paper Difficulty: low Meter Movement: 0
Infiltrate
Reports on the size of your opponent's guild.
Available to: All Relations Required: All Effect: Gives an estimate of the number of thieves in the enemy province. Operation Message: Our thieves have infiltrated the Thieves' Guilds of [province name] (##:##). They appear to have about X thieves employed across their lands. Difficulty: low Meter Movement: 0
Survey
Reports on the distribution of buildings in a province.
Available to: All Relations Required: All Effect: Gives an estimate of the buildings in the enemy province, as displayed by the Internal Affairs advisor. Operation Message: Difficulty: low Meter Movemement: 0
Spy on Military
Provides detailed information from your opponent's army.
Available to: All Relations Required: All Effect: Shows the enemy troops out as well as an estimate of troops at home and in training, as displayed by the Military Advisor. Operation Message: Difficulty: low Meter Movemement: 0
Spy on Sciences
Estimates strengths and effects of opponent's science levels.
Available to: All Relations Required: All Effect: Gives an estimate of the bonuses an enemy province gains from its science, as displayed on the Science page. Operation Message: Difficulty: low Meter Movement: 0
The Thieves' Toolbox: The Sabotage Operations
Listed here is a short reference guide to each of the offensive operations available to you and their effects. As mentioned previously, sending more thieves will increase the strength of these operations. Nevertheless, sending too many thieves also increases the chances that the enemy catches your men! Certain operations are designated Unfriendly, Hostile or War Only operations -- Because of the destructive nature of these operations, they can be run only against provinces which have at least a certain level of relations with your kingdom. In addition, you will find that many operations are more effective during heightened relations conditions.
Sabotage Wizards
Drains the target's Mana levels for several days, limiting the ability to cast spells.
Available to: All Relations Required: Unfriendly Effect: Reduces Mana level by 5% of current level each Tick, before Mana regeneration. Operation Message: Our thieves have sabotaged their wizards' ability to cast spells. Difficulty: medium Meter Movement: 0
Destabilize Guilds
Decreases the target’s Spell Duration for several days.
Available to: Rogues Relations Required: All Effect: Decreases the target’s Duration of Self Spell and Offensive Spell casts while the effect is active by 20%. Operation Message: Difficulty: medium Meter Movement: 0
Rob the Granaries
Steals food from your opponent's storages.
Available to: All Relations Required: All Effect: Steals up to a max of 31.5% (46% in war) enemy food at the rate of 95 (135 in war) bushels per thief. Operation Message: Our thieves have returned with X bushels. Difficulty: medium Meter Movemement: 0.06
Rob the Vaults
Steals gold from enemy coffers.
Available to: All Relations Required: All Effect: Steals up to a max of 5.2% (14% in war) enemy gc at the rate of 40 (106 in war) gc per thief. Operation Message: Our thieves have returned with X gold coins. Difficulty: medium Meter Movement: 0.12
Rob the Towers
Steals runes from your target's wizards.
Available to: All Relations Required: All Effect: Steals up to a max of 24.5% (35% in war) enemy runes at the rate of 18.2 (26 in war) runes per thief. Operation Message: Our thieves were able to steal X runes. Difficulty: medium Meter Movement: 0.09
Kidnapping
Kidnaps peasants from your enemy and brings them to your province.
Available to: All Relations Required: All Effect: Steals up to a max of 1.85% (4% in war) enemy peasants at the rate of 0.132 (0.285 in war) peasants per thief. Operation Message: Our thieves kidnapped many people, but only were able to return with X of them. Difficulty: medium Meter Movement: 0.12
You can also refer to Thievery Formulas for more information. Note that gains seem to drop by 50% when the enemy province reaches a certain level of under population. This is designed to make it harder to player-kill.
Arson
Burns down enemy buildings to disrupt an enemy's stability.
Available to: All Relations Required: All Effect: Destroys a small amount of enemy buildings. Operation Message: Our thieves burned down X acres of buildings. OR Unfortunately, our thieves were too few in number to find any buildings to burn. Difficulty: medium Meter Movement: 0.24
Greater Arson
A more powerful version of Arson, this operation allows targetting of a specific type of building to burn down. Only Rogues can master this difficult operation.
Available to: Rogues Relations Required: Unfriendly Effect: Destroys up to a max of ~6% of targeted enemy buildings at the rate of 0.0045 buildings per thief. Operation Message: Our thieves burned down X [building type]. Difficulty: high Meter Movement: 0.3
Night Strike
Assassinates a portion of your enemy's military, both at home and away.
Available to: All Relations Required: Unfriendly Effect: Kills up to a maximum of 16.25% enemy soldiers at a rate of 0.67 soldiers per thief. Also kills a much smaller amount of specialists and elites. Will affect all troops, even those that aren't home. Operation Message: Our thieves assassinated X enemy troops. Difficulty: medium Meter Movement: 0.24
Incite Riots
Incites riots which disrupt tax collection efforts for several days.
Available to: All Relations Required: All Effect: Decreases targets income by 15%. Operation Message: Our thieves have caused rioting. It is expected to last X days. Difficulty: medium Meter Movement: 0.18
Steal War Horses
Steals an enemy's horses for your own use.
Available to: Rogue Relations Required: Unfriendly Effect: Steals up to 20% of the targets horses at a rate of 0.35 horses per thief. Note that you only gain half of this number as the rest are released. Operation Message: Our thieves were able to release X horses but could only bring back Y of them. Difficulty: medium Meter Movement: 0.18
Bribe Thieves
Reduces the ability of an enemy thieves' guild to conduct and defend against thievery operations until the double agents are caught by the enemy.
Available to: All Relations Required: All Effect: Reduces thief effectiveness by 10% Operation Message: Our thieves have bribed members of our enemies' guild! Difficulty: medium Meter Movement: 0.09
Bribe Generals
Increases the losses sustained by your enemy in all combat until the bribed generals are discovered by the opponent.
Available to: All Relations Required: All Effect: Effectively a 1 in 5 chance per attack to increase troop losses by 15% on all combat. Operation Message: Our thieves have bribed an enemy general! Difficulty: medium Meter Movement: 0.09
Free Prisoners
Releases prisoners from an opponent's dungeons. You gain half of them.
Available to: All Relations Required: All Effect: Releases up to a max of 12% (17% in war) of the targets prisoners at a rate of 0.06 (0.07 in war) prisoners per thief. Operation Message: Our thieves freed X prisoners from enemy dungeons. Difficulty: medium Meter Movement: 0.03
Assassinate Wizards
Attempts to assassinate enemy wizards to permanently weaken their ability to cast spells. Only Rogues can master this difficult operation.
Available to: Rogues Relations Required: Unfriendly Effect: Kills up to a max of 1.2% target wizards at a rate of 0.006 wizards per thief. Operation Message: Our thieves assassinated X wizards of the enemy's guilds! Difficulty: high Meter Movement: 0.36
Propaganda
Attempts to convince enemy peasants, military, or wizards to revolt and join your province. Only Rogues can master this difficult operation.
Available to: Rogues Relations Required: War Effect: not fully determined Operation Message: We have converted X [wizards, thieves, soldiers] from the enemy to our guild. OR We have converted X [of the enemy's specialist troops, (elite unit name) from the enemy] to our army. Difficulty: high Meter Movement: 0 (War Only)
Changelog
- Age 106: Meter movements updated to reflect forum changes of "all values have tripled" on 6 May 2024.
« Previous: Mystics | Next: War Room » |
The Utopia Guide | |
---|---|
Introduction | Getting Started with Utopia • Creating a province • Race & Personality |
The Menus | Throne • Kingdom • News
Explore • Growth • Science • Military Mystics • Thievery • War Room • Aid • Dragon • Ritual • Stances Politics • Relations • Rankings • Preferences |
Advanced | MunkBot • Invitations • Reservations • Utopia • Province • World of Legends • Formulas |
Rules | Game Rules |
Races & Personalities | |
---|---|
Races | Avians • Dark Elves • Dwarves • Elves • Faeries • Halflings • Humans • Orcs • Undead |
Extinct Races | Bocans • Dryads • Gnomes |
Personalities | The Artisan • The Cleric • The Heretic • The Merchant • The Mystic • The Rogue • The Sage • The Shepherd • The Tactician • The War Hero • The Warrior |
Extinct Personalities | The Freak • The General • The Paladin • The Raider • The Undead • The Necromancer |
The Thieves' Toolbox | |
---|---|
The Espionage Operations | Spy on Throne • Spy on Defense • Snatch News • Infiltrate • Survey • Spy on Military • Spy on Sciences |
The Stealing Operations | Rob the Granaries • Rob the Vaults • Rob the Towers • Kidnapping • Steal Horses • Propaganda |
The Mischief Operations | Sabotage Wizards • Destabilize Guilds • Arson • Greater Arson • Night Strike • Incite Riots • Bribe Thieves • Bribe Generals • Free Prisoners • Assassinate Wizards |