Thieves

Thievish part of the game is similar to magic. It is governed by a highly talented individual – governorate’s thievish general, who has, based on his race and unlocked skills, attack and defence value. These two values are very important in determining the efficiency of any crime sent during this phase.

Governorate A can target enemy Governorate B with only one crime per type of crime per count (only one Incite revolt on target governorate B) but Governorate A can attack as many other governorates as it wants with the same crime, in our case that means Governorate A can send Incite revolt to Governorates C+D+E as well. Governorate A can also target enemy Governorate B with more crimes of different type at the same time, even all of them. Governorate B can suffer from only one crime per type at the same time, in our case only one Incite revolt. That means, that effects of the crimes don’t stack. In case more attackers send the same crime on one target (Incite revolt on Governorate B), only the more effective (stronger) one will be calculated. There are two exceptions to this rule and these are gang war and counterintelligence. Effects from these crimes stack according to their description.

Each race has its own limit of crimes which can sent in one count.

Each sent crime lowers governorate’s own thievish defence by 1.

Final effect of any crime is calculated according to the efficiency table below.

Players can spend influence, special thievish currency gained with the crime Building contact net, to lower crime cost by 5% and improve efficiency by 2,5%, up to 100% efficiency, per point of spent influence. Maximum of 10 influence points can be spent on any crime.

Influence deteriorates by 1 every count after the one it was acquired.

Example: Governorate sends building contact net on Monday. It is successful and after the count gets 3 influence to spend on Tuesday. If it doesn’t use it, influence deteriorates by 1 the next count and it is only 2 on Wednesday.

Efficiency
Efficiency of crimes is calculated from the attack and the defence of participating thief generals. Following table shows all possibilities. The difference is taken from an attacking general’s point of view, the first line is when attack is 5 or more higher than defence and the last line is when defence is 5 or more higher than attack.

Crimes
Building contact net

costs 100 gold

Targets enemy governorate and gains 10 base influence with the targeted governorate when successful. Influence is used to enhance crimes. Hidden action when successful.

Example: Governorate A builds contact net in governorate B. Governorate A has 8 attack and governorate B has 4 defence. The difference between them is 4 in favor of the attacker. The action is calculated with 90% efficiency and governorate A gains 4,5 influence with governorate B. That means governorate A gains 4 influence points with 100% chance and has a 50% chance of gaining fifth influence point.

Espionage

costs 100 gold

Targets enemy governorate and gains basic info about available turns, population in professions, army composition and level of generals. Chance of success calculated according to the efficiency table, where efficiency = chance of success. Hidden action when successful.

Gang war

costs 100 gold

Targets enemy governorate, when successful, lowers thief general defence by 3. Final effect calculated according to the efficiency table. Calculated as first during the thievish phase and gang wars themselves are calculated descending from the strongest. Effect stacks up to 4 times.

Example: Governorate A incites gang war in governorate B. Governorate A has 8 attack and governorate B has 4 defence. The difference between them is 4 in favor of the attacker. The action is calculated with 90% efficiency and governorate A lowers the attack and defence of thief general in governorate B by 2,7. That means governorate A lowers attack and defence by 2 with 100% chance and by 3 with 70% chance.

Incite revolt

costs 150 gold

-35 pop growth for 7 turns.

Steal resources

costs 200 gold

Steals 10% of all resources.

Sabotage

costs 200 gold

Deal 25 damage to 5 buildings.

Poison wells

costs 400 gold

Kill 10% pops, minimum 2 civil pops and 2 army units. Always visible.

Confusion

costs 250 gold

-2 enemy soldier attack and defence

Magic disruption

costs 250 gold

+20% spell cost next count

Intoxication

costs 250 gold

-2 enemy mage general attack and defence

Counterintelligence
costs 100 gold

Targets a governorate from your alliance and it is always successful. The targeted governorate gets +2 thieves defence during the count. Effect stacks up to 3 times.