Thievery

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   * Basics
   * Advanced
   * Overview
   * Province Affairs
   * Kingdom Affairs
   * Warfare
   * Miscellaneous
   * Combat
   * Magic
   * Thievery
   * Hostilities & War


Warfare: Thievery

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. Thieves are trained on your Military Menu. They maintain a Stealth Rating which determines when they can be used. This rating rises automatically each day and drops each time your thieves conduct an operation. Your thieves will not carry out missions without at least a 10% Stealth Rating.

The best measure of your guild's strength is the number of thieves you maintain per acre, 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:

   * Espionage operations
   * Offensive operations


The Thieves' Toolbox: the espionage operations

The espionage operations will simply gather information regarding the enemy province. Always keep in mind that the numbers displayed by these operations are not accurate! Nevertheless, sending more thieves when conducting the operation will highly increase the reports accuracy.

Infiltrate

Reports on the size of your opponent's guild.

Effect: Gives an estimate of the number of thieves in the enemy province.

Survey

Reports on the distribution of buildings in a province.

Effect: Gives an estimate of the buildings in the enemy province, as displayed by the Internal Affairs advisor.

Spy on Military

Provides detailed information from your opponent's army.

Effect: Gives an estimate of the enemy troops out as well as an estimate of troops in training, as displayed by the Military advisor.

Spy on Sciences

Estimates strengths and effects of opponent's science levels.

Effect: Gives an estimate of the bonuses an enemy province gains from its science, as displayed on the Science page.


The Thieves' Toolbox: the offensive operations

Listed here is a short reference guide to each of the offensive operations available to you and their effects. As mentionned 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 - Unfriendly only

Reduces opponent's Mana Levels, limiting their ability to cast spells.

Effect: Coming Soon

Rob the Granaries

Steals food from your opponent's storages.

Effect: Steals up to a max of 37.5% (40% in war) enemy food at the rate of 53.55 (96 in war) bushels per thief

Rob the Vaults

Steals gold from enemy coffers.

Effect: Steals up to a max of 5.2% (13.6% in war) enemy gc at the rate of 40 (64 in war) gc per thief

Rob the Towers

Steals runes from your target's wizards.

Effect: Steals up to a max of 21.3% (28% in war) enemy runes at the rate of 17.5 (16.8 in war) runes per thief

Kidnapping

Kidnaps peasants from your enemy and brings them to your province.

Effect: Coming Soon

Arson

Burns down enemy buildings to disrupt an enemy's stability.

Effect: Coming Soon

Greater Arson (Rogues) - Unfriendly only

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.

Effect: Coming Soon

Night Strike - Unfriendly only

Assassinates a portion of your enemy's military, both at home and away.

Effect: Coming Soon

Incite Riots

Incites riots which disrupt tax collection efforts for several days.

Effect: Decreases Income by 20%

Steal Horses

Steals an enemy's horses for your own use.

Effect: Coming Soon

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.

Effect: Reduces thief effectiveness by 10%

Bribe Generals

Increases the losses sustained by your enemy in combat until the bribed generals are discovered by the opponent.

Effect: Coming Soon

Free Prisoners

Releases prisoners from an opponent's dungeons.

Effect: Coming Soon

Assassinate Wizards (Rogue only) - Unfriendly only

Attempts to assassinate enemy wizards to permanently weaken their ability to cast spells. Only Rogues can master this difficult operation.

Effect: Coming Soon

Propaganda (Rogue only) - War only

Attempts to convince enemy peasants, military, or wizards to revolt and join your province. Only Rogues can master this difficult operation.

Effect: Coming Soon