Difference between revisions of "Thievery Formulas"
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==Thieves Per Acre== | ==Thieves Per Acre== | ||
The ratio of your TPA to your opponent's TPA will determine the success rate of your conducted thievery ops. | The ratio of your TPA to your opponent's TPA will determine the success rate of your conducted thievery ops. | ||
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===Mod TPA=== | ===Mod TPA=== | ||
− | <b>Modified TPA =</b> Raw TPA * [[Mystics#Invisibility|Invisibility]] * Crime Science * | + | <b>Modified TPA =</b> Raw TPA * [[Mystics#Invisibility|Invisibility]] * Crime Science * Racial Mod * [[Buildings#Thieves'_Dens|Thieves Dens]] Bonus * [[Honor]] Bonus * [[Ritual]] Bonus |
{{Mods}} | {{Mods}} | ||
+ | |- | ||
| '''[[Mystics#Invisibility|Invisibility]]''' || 1.1 || 1 | | '''[[Mystics#Invisibility|Invisibility]]''' || 1.1 || 1 | ||
+ | |- | ||
+ | | '''Ritual: Havoc''' || 1.2 || 1 | ||
|- | |- | ||
| '''Thievery [[Science]]''' || ''Check your science page'' | | '''Thievery [[Science]]''' || ''Check your science page'' | ||
− | |||
− | |||
− | |||
|} | |} | ||
− | |||
==Stealth== | ==Stealth== | ||
− | The amount of stealth you use depend on what thievery operation you use | + | The amount of stealth you use depend on what thievery operation you use and your relations with the opposing kingdom: |
− | * | + | * Sabotage Operations (without relations) - 3% |
− | * | + | * Sabotage Operations (Hostile or higher relations) - 2% |
− | * | + | * Espionage Operations - 2% (excluding [[Thievery#Spy_on_Throne|Spy on Throne]] and Spy on Defense, which are 1%) |
− | |||
− | |||
− | + | You need at least 5% stealth to be able to send your thieves out. | |
− | + | If you log on to find your stealth being much lower than you expected, someone has probably cast Expose Thieves on you. The spell will reduce your amount of stealth to 95% of what you had each tick, before regen. | |
+ | Stealth increases with 3% every hour (excluding personality or racial bonuses). | ||
==Thieves to Send== | ==Thieves to Send== | ||
− | <b>Optimal Thieves to Send =</b> (Opponents' Resources * Max % Of Total) / Gains Per Thief | + | <b>Optimal Thieves to Send =</b> (Opponents' Resources * Max % Of Total) / Gains Per Thief / Racial Mod |
− | * Opponents' Resources can be found by | + | * Opponents' Resources can be found by using the [[Thievery#Spy_on_Throne|Spy on Throne]] thievery op. |
− | * Max % | + | * Max % of Total and Gains per Thief are given by the [[Thievery_Formulas#Thievery_Table|table below]]. |
− | |||
==Thievery Yield== | ==Thievery Yield== | ||
− | <b>Thievery Yield =</b> Thieves Sent * Relative Size * Gains Per Thief | + | <b>Thievery Yield =</b> Thieves Sent * Relative Size * Gains Per Thief * (1 - Resources Lost) * Racial Mod * Personality Mod * Science Mod * Guile<br><br> |
− | + | <b>Relative Size =</b> ''MIN'' ( Target Networth / Self Networth , Self Networth / Target Networth) + War Bonus | |
* Gains Per Thief is given by the [[Thievery_Formulas#Thievery_Table|table below]]. | * Gains Per Thief is given by the [[Thievery_Formulas#Thievery_Table|table below]]. | ||
* Resources Lost is given by the [[Thievery_Formulas#Thievery_Table|table below]]. | * Resources Lost is given by the [[Thievery_Formulas#Thievery_Table|table below]]. | ||
− | + | * Thievery Yield is reduced by up to 62.5% by watch towers. | |
==Thievery Table== | ==Thievery Table== | ||
− | === | + | {| width="100%" border="0" cellpadding="3px" cellspacing="2px" |
− | + | |- align="center" bgcolor="#c5e8c5" | |
− | |- | + | ! width="100%" colspan="7" | '''Out of war''' |
− | |Maximum ||Rob Granaries||Rob Vaults||Rob Towers||Kidnap Peasants||Steal Horses||Night Strike | + | |- align="center" bgcolor="#eefeee" |
− | |- align="center" | + | !|Maximum Gains||Rob Granaries||Rob Vaults||Rob Towers||Kidnap Peasants||Steal Horses||Night Strike |
− | | | + | |- bgcolor="#f9fafb" cellpadding="3px" cellspacing="2px" align="center" |
− | |- align="center" | + | |align="center" bgcolor="#eefeee" | Max % of Total|| 37.5% || 5.20% || 21.3% || 1.85% || 12.75% || 18% |
− | | | + | |- bgcolor="#f9fafb" cellpadding="3px" cellspacing="2px" align="center" |
− | |- align="center" | + | |align="center" bgcolor="#eefeee" | Gains Per Thief|| 53.55 || 40 || 17.5 || 0.132 || 9.4% || 90% |
− | | | + | |- bgcolor="#f9fafb" cellpadding="3px" cellspacing="2px" align="center" |
− | + | |align="center" bgcolor="#eefeee" | Resources Lost || 10% || 10% || 10% || 20% || 50% || 0 | |
− | |||
|} | |} | ||
− | === | + | {| width="100%" border="0" cellpadding="3px" cellspacing="2px" |
− | + | |- align="center" bgcolor="#c5e8c5" | |
− | |- | + | ! width="100%" colspan="7" | '''At War''' |
− | |Maximum || Rob Granaries || Rob Vaults || Rob Towers || Kidnap Peasants || Steal Horses || Night Strike | + | |- align="center" bgcolor="#eefeee" |
− | |- | + | !|Maximum Gains|| Rob Granaries || Rob Vaults || Rob Towers || Kidnap Peasants || Steal Horses || Night Strike |
− | |Max% | + | |- bgcolor="#f9fafb" cellpadding="3px" cellspacing="2px" align="center" |
− | |- | + | |align="center" bgcolor="#eefeee"|Max % of Total || 40% || 13.6% || 28% || 4% || 13.6% || 16% |
− | | | + | |- bgcolor="#f9fafb" cellpadding="3px" cellspacing="2px" align="center" |
− | |- | + | |align="center" bgcolor="#eefeee"|Gains Per Thief || 96 || 64 || 16.8 || 0.285 || 10% || 80% |
− | | | + | |- bgcolor="#f9fafb" cellpadding="3px" cellspacing="2px" align="center" |
− | |- | + | |align="center" bgcolor="#eefeee"|War Bonus || 25% || 25% || 25% || 25% || 25% || 25% |
− | |Resources Lost || 10% || 10% || | + | |- bgcolor="#f9fafb" cellpadding="3px" cellspacing="2px" align="center" |
+ | |align="center" bgcolor="#eefeee" |Resources Lost || 10% || 10% || 10% || 20% || 50% || 0 | ||
|} | |} | ||
+ | |||
+ | |||
+ | {{Guide navigation}} | ||
+ | {{Races}} | ||
+ | {{Thieves}} | ||
+ | |||
+ | [[Category:Formulas]] |
Latest revision as of 19:59, 22 April 2024
Contents
Thieves Per Acre
The ratio of your TPA to your opponent's TPA will determine the success rate of your conducted thievery ops.
Raw TPA
Raw TPA = Number of Thieves / Acres
Mod TPA
Modified TPA = Raw TPA * Invisibility * Crime Science * Racial Mod * Thieves Dens Bonus * Honor Bonus * Ritual Bonus
Modifier Type | Active | Otherwise |
Invisibility | 1.1 | 1 |
Ritual: Havoc | 1.2 | 1 |
Thievery Science | Check your science page |
Stealth
The amount of stealth you use depend on what thievery operation you use and your relations with the opposing kingdom:
- Sabotage Operations (without relations) - 3%
- Sabotage Operations (Hostile or higher relations) - 2%
- Espionage Operations - 2% (excluding Spy on Throne and Spy on Defense, which are 1%)
You need at least 5% stealth to be able to send your thieves out.
If you log on to find your stealth being much lower than you expected, someone has probably cast Expose Thieves on you. The spell will reduce your amount of stealth to 95% of what you had each tick, before regen.
Stealth increases with 3% every hour (excluding personality or racial bonuses).
Thieves to Send
Optimal Thieves to Send = (Opponents' Resources * Max % Of Total) / Gains Per Thief / Racial Mod
- Opponents' Resources can be found by using the Spy on Throne thievery op.
- Max % of Total and Gains per Thief are given by the table below.
Thievery Yield
Thievery Yield = Thieves Sent * Relative Size * Gains Per Thief * (1 - Resources Lost) * Racial Mod * Personality Mod * Science Mod * Guile
Relative Size = MIN ( Target Networth / Self Networth , Self Networth / Target Networth) + War Bonus
- Gains Per Thief is given by the table below.
- Resources Lost is given by the table below.
- Thievery Yield is reduced by up to 62.5% by watch towers.
Thievery Table
Out of war | ||||||
---|---|---|---|---|---|---|
Maximum Gains | Rob Granaries | Rob Vaults | Rob Towers | Kidnap Peasants | Steal Horses | Night Strike |
Max % of Total | 37.5% | 5.20% | 21.3% | 1.85% | 12.75% | 18% |
Gains Per Thief | 53.55 | 40 | 17.5 | 0.132 | 9.4% | 90% |
Resources Lost | 10% | 10% | 10% | 20% | 50% | 0 |
At War | ||||||
---|---|---|---|---|---|---|
Maximum Gains | Rob Granaries | Rob Vaults | Rob Towers | Kidnap Peasants | Steal Horses | Night Strike |
Max % of Total | 40% | 13.6% | 28% | 4% | 13.6% | 16% |
Gains Per Thief | 96 | 64 | 16.8 | 0.285 | 10% | 80% |
War Bonus | 25% | 25% | 25% | 25% | 25% | 25% |
Resources Lost | 10% | 10% | 10% | 20% | 50% | 0 |
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 |