Difference between revisions of "Thievery Formulas"

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|align="center" bgcolor="#eefeee"|Gains Per Thief || 96 || 64 || 16.8 || 28.5% || 10% || 80%
 
|align="center" bgcolor="#eefeee"|Gains Per Thief || 96 || 64 || 16.8 || 28.5% || 10% || 80%
 
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|align="center" bgcolor="#eefeee"|WarBonus || 25% || 25% || 25% || 25% || 25% || 25%
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|align="center" bgcolor="#eefeee"|War Bonus || 25% || 25% || 25% || 25% || 25% || 25%
 
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|align="center" bgcolor="#eefeee" |Resources Lost || 10% || 10% || 0% || 20% || 50% || 0
 
|align="center" bgcolor="#eefeee" |Resources Lost || 10% || 10% || 0% || 20% || 50% || 0
 
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Revision as of 20:05, 4 November 2009

This is part of the Utopia WIKI Formula Series.

THIS PAGE attempts to list formulas as relevant to Thievery Formulas. If you would like to add a new formula feel free to include it within the text. Ensure that you check the discussions page for Thievery Formulas to ensure that this formula is not under discussion/research, or contribute your research there if you do feel so inclined.


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 * Race Bonus * Thieves Dens Bonus
Modifier Type Active Otherwise
Invisibility 1.1 1
Thievery Science Check your science page
Race: Gnome 1.4 1


Stealth

The amount of stealth you use depend on what thievery operation you use.

  • Simple operations will use about 3% stealth.
  • Tougher operations may use more.
  • Failed attempts use 50% more stealth.

If you start with 100% stealth, you may after a theft have 93%, then 86%, 80%, 75%, 70%, etc. You need at least 10% 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 80% of what you had.

Stealth increases with 3% every hour (4% if you have the Rogue Personality).

Thieves to Send

Optimal Thieves to Send = (Opponents' Resources * Max % Of Total) / Gains Per Thief
  • Opponents' Resources can be found by casting a CB of the target.
  • Max % Of Total and Gains Per Thief are given by the table below.


Thievery Yield

Thievery Yield = Thieves Sent * Relative Size * Gains Per Thief * Crime Science * (1 - Resources Lost)

Relative Size = MIN (OpponentNW / YourNW ; YourNW / OpponentNW) + WarBonus


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 13.2% 9.4% 90%
Resources Lost 10% 10% 0% 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 28.5% 10% 80%
War Bonus 25% 25% 25% 25% 25% 25%
Resources Lost 10% 10% 0% 20% 50% 0