Reborn Thieves Guild

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Contents

Guild Overview

The Thieves Guild is where you can put your thief units to good use, whatever type your units may be. You can order, and eventually execute, a variety of damaging or helpful operations on targets of your choosing. Be careful though, because preparing or not executing a ready operation keeps your guild tied up. This reduces the effectiveness of your guild, and effectiveness determines how hard it is for an enemy to perform a thieving operation on you! The higher your guild effectiveness the better!

Ordering Operations

This is where you choose which operation you'd like your guild to begin preparing for execution, different operations will take different amounts of effort to prepare so the more thief units you own the quicker you will be able to prepare them. You are only able to queue up a certain number of operations, this number is usually based on the race you have chosen. You can see how many operations you are using or have left by looking at the Overview page.

Executing Operations

When your operations are ready, you can then execute them. Upon execution you get to choose how many thieves to send on the operation. The more you send the better your chances of success. Success is determined in 3 levels, they are Minimal, Huge, Epic. Failure comes in those levels as well. Whichever level your result comes back as determines your unit losses, as well as little bonuses/penalties based on whatever operation you failed/succeeded at. For example, with a Spy on Military operation if you get a Epic Success you will know to within 5% deviation what their military numbers are and won't be noticed doing the spying. Whereas if you get a Minimal success then you will be noticed and the numbers you are reported may be up to 35% off!

Most often the best policy is to send ALL units on an operation, since most Epic Successes will not cause any damage to units on the operation.

How Success is Determined

Success is determined by a roll, the logic is as follows:

  1. max_roll = (Total Production of thieves sent + Effectiveness of target guild[or of operation])
  2. random_roll = random number between 0 and max_roll
  3. if random_roll <= Total Production of thieves sent then SUCCESS

The deviation the roll gets from that magical Total Production of thieves number determines levels of success or failure.

Friendly Operations

On a friendly operation it will specify in the operation an 'Effectiveness Check'. The total production of all the thief units you send on the operation is compared to this effectiveness number. It is important to note that the target's guild effectiveness means nothing to these operations. You may have levels of success or failure depending on the operation.

Damaging Operations

The total production of all the thief units you send on the operation is compared to the effectiveness of the target guild (keep in mind, if the target is preparing operations or has some ready he/she hasn't used this will hurt their effectiveness). Some operations will also have a difficulty modifier which it will specify, that number will be multiplied by the effectiveness of the target's guild effectiveness so make sure you pay attention to it! You may have levels of success or failure depending on the operation.

List of Operations

Spying

Spy on Military

 (Basic Operation)
 
 Attempt to get a glimpse at the home guard stationed in the targeted county. 
 Send more units to get better (more accurate) results.

Spy on Caravans

 (Basic Operation)
 
 Your thieves attempt to discover caravan routes destined for the target, if none exist your thieves may stumble across information about a random caravan. 
 However, should that happen your target will be notified of your attempted spying.

Spy on Heroes

 (Basic Operation)
 
 Attempt to get a basic summary of the heroes stationed in the targeted county. 
 Send more units to get better (more accurate) results.

Black Ops

Disrupt Commerce

 (Basic Operation)
 
 Your thieves go out and disrupt supply routes and cause general mayhem.
 This causes major economic damage and reduces the target's resource incomes
 
 Damages
 5-15% ( +0.5% bonus per Guild Level ) of Resource incomes
 
 Length of Effect
 48-64 ticks ( +2 ticks bonus per Guild Level ).

Prairie Fire

 (Basic Operation)
 Requirements:
 - Can only be performed on Human targets
 
 Destroy a number of buildings on target county's Plains

Forest Fire

 (Basic Operation)
 Requirements:
 - Can only be performed on Human targets
 
 Destroy a number of buildings on target county's Forests

Collapse Mines

 (Basic Operation)
 Requirements:
 - Can only be performed on Human targets
 
 Destroy a number of buildings on target county's Mountains

Murder County Units

 (Advanced Operation)
 Agents go into a target county and murder a large number of county units

Assassinate Homeguard

 (Advanced Operation)
 Kills a number of target county's homeguard, this is a very easy mission to fail so don't skimp on the thieves.
 Soldiers don't always die as easily as county units!

Intercept Army

 (Advanced Operation)
 Ambush an army marching to siege the target, this is a very easy mission to fail so don't skimp on the thieves.
 Soldiers don't always die as easily as county units!

Thieving

Steal Resources

 (Basic Operation)
 Your agents rush the stores of a target county and make off with a number of resources.

Intercept Caravan

 (Advanced Operation)
 Captures a caravan heading to the target. 
 Must be targeted on the destination of the caravan to 'intercept' it. 
 On success the destination and owner are made aware of the act.

Acquire Land

 (Advanced Operation)
 Requirements:
 - Can only be performed on same-race targets
 
 Using fake titles your agents lay claim to portions of the targeted counties free land.
 Should the county have no free land your thieves' ruse will be exposed!

Extort Businesses

 (Advanced Operation)
 Requirements:
 - Can only be performed on Human targets
 
 You pressure businesses in the targeted county to give you 'protection money'.
 What you gain from this is random and is based on the population of the county, the target also loses population as they flee to safer regions.
 This is a hard operation to pull off but pays very well.

Recruitment

Rally Thugs

 (Basic Operation)
 Your thieves go out and recruit a band of Thugs to the targets cause.

Rally Bandits

 (Basic Operation)
 Your thieves go out and recruit a group of Bandits to the targets cause.

Rally Freelance Knights

 (Advanced Operation)
 Your thieves go out and convince a roving band of Freelance Knights to the targets cause.

Rally Freelance Rangers

 (Advanced Operation)
 Your thieves go out and recruit a group of Freelance Rangers to the targets cause.

Rally Freelance Wizards

 (Advanced Operation)
 Your thieves go out and recruit a group of Freelance Wizards to the targets cause.

Capture County Units

 (Advanced Operation)
 Requirements:
 - Can only be performed on same-race targets
 
 Capture a number of the target's county units
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