Difference between revisions of "Thievery Formulas"

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===Mod TPA===
 
===Mod TPA===
  <b>Modified TPA =</b> Raw TPA * [[Mystics#Invisibility|Invisibility]] * Crime Science * Racial Mod * [[Buildings#Thieves'_Dens|Thieves Dens]] Bonus * [[Honor]] Bonus
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  <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}}
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The amount of stealth you use depend on what thievery operation you use and your relations with the opposing kingdom:
 
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 (without relations) - 3%
* Sabotage Operations (Unfriendly or higher relations) - 2%
+
* Sabotage Operations (Hostile or higher relations) - 2%
 
* Espionage Operations - 2% (excluding [[Thievery#Spy_on_Throne|Spy on Throne]], which is 1%)
 
* Espionage Operations - 2% (excluding [[Thievery#Spy_on_Throne|Spy on Throne]], which is 1%)
* Failed attempts use 50% more stealth.
 
  
You need at least 10% stealth to be able to send your thieves out.
+
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 80% of what you had.
 
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.
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* 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 50% if your kingdom is in Fortification, an additional up to 50% if the target's kingdom is in Fortification, and an additional up to 75% from watch towers.
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* Thievery Yield is reduced by up to 62.5% by watch towers.
  
 
==Thievery Table==
 
==Thievery Table==
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|align="center" bgcolor="#eefeee" | Gains Per Thief|| 53.55 || 40 || 17.5 || 0.132 || 9.4% || 90%
 
|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"  
 
|-  bgcolor="#f9fafb"  cellpadding="3px" cellspacing="2px" align="center"  
|align="center" bgcolor="#eefeee" | Resources Lost || 10% || 10% || 0% || 20% || 50% || 0
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|align="center" bgcolor="#eefeee" | Resources Lost || 10% || 10% || 10% || 20% || 50% || 0
 
|}
 
|}
  
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|align="center" bgcolor="#eefeee"|War Bonus || 25% || 25% || 25% || 25% || 25% || 25%
 
|align="center" bgcolor="#eefeee"|War Bonus || 25% || 25% || 25% || 25% || 25% || 25%
 
|- bgcolor="#f9fafb"  cellpadding="3px" cellspacing="2px" align="center"  
 
|- bgcolor="#f9fafb"  cellpadding="3px" cellspacing="2px" align="center"  
|align="center" bgcolor="#eefeee" |Resources Lost || 10% || 10% || 0% || 20% || 50% || 0
+
|align="center" bgcolor="#eefeee" |Resources Lost || 10% || 10% || 10% || 20% || 50% || 0
 
|}
 
|}
  

Revision as of 17:19, 21 November 2022

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
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, which is 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 80% of what you had.

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

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 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
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