Thievery Formulas

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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

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


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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