Thievery

Using thieves a player can find out information about other proivinces, steal resources, or do damage to a province. 
== Thief success and defence ==
Success of each thief operation depends on the two province's relative modified thieves per acre (mTPA), as well as other thief defences like the spell Clear Sight and Watchtowers. 
=== Mod TPA ===
Your TPA can be affected by your Race, Personality, buildings, science, Ritual and dragons. 
 Modified TPA = Raw TPA * Invisibility * Crime Science * Racial Mod * Thieves Dens Bonus * Honor Bonus * Ritual Bonus
Modifier Type	Active
Invisibility 	1.1
Ritual: Havoc	1.2
Crime Science	varies
==Intel Operations==
Intel operations (also called espionage operations) are thief ops that when successful gather information about a target province without affecting any aspect of the province. To get accurate intel, 5% of a province's total thieves need to be sent on the operation.
Intel type 	Stealth cost	Difficulty	Information gained
Spy on Throne 	1% 	Very
low 	Shows the target province's Throne page information, including race, honor. resources and military strength (excludes wizards and thieves)
Spy on Military
(SoM)	2% 	Low 	Shows information on the target's military from the military advisor page including:
* The province's military efficiency 
* the number of each type of units in each army at home and out on attacks
* The return times on armies not at home
* details of troops in training for each unti type
Spy on Defence (SoD)	1% 	Very
low 	Shows only the target's defence points at home (excluding defence of units out on attacks).
This value should be the same as the Spy on Military defense at home value, SoD is an easier operation that provides less information than a SoM. 
A spy on defense will only show troop defense, not land defense (if the province has a troop defense value lower than its acres, the acre value is used)
Infiltrate 
(infil) 	2% 	Low 	Shows the total number of thieves the target province has.
Spy on 
Sciences (SoS)	2% 	Low 	Shows the number of book's a target has invested in each science type, as well as the total number of unassigned books in each science category.
Survey 	2% 	Low 	Shows the completed building's a target province has, their building efficiency, their building effects and their buildings in progress. Does not show in progress construction.
Snatch 
News 	2% 	Low 	Shows the target province's KD news for this and the previous Utopian Month.
Spy on Explore Pool 	2% 	Low 	Shows the size of a province's explore pool and their cost to explore in gc and soldiers per acres
=== WPA calc ===
While no intelligence operation shows the number of wizards a province has, they do show all other information on things that give a province networth so with enough accurate intel the number of wizards can be calculated from the province's total networth. To do this the following intelligence operations must be carried out in the same Utopian day (ideally as close as possible as operations or attacks between intel ops could make the results less accurate): 
* Spy on Throne
* Infiltrate
* Spy on Sciences 
* Survey
Spy on Military doesn't provide any more information on the total units a province has, just how many are home and so is not needed for calculating wizards. The new intel site will automatically calculate WPA and store the number of wizards if the infiltrate is within 1 real life our of the other intel ops and the other three ops are all done on the same Utopian Day. 
== Sabotage Operations ==
Sabotage operations use thieves to directly do damage to a target. Many of these operations are instant, while some do damage over time like duration spells. 
=== Instant Sabotage Operations ===
Op Type 	Available to 	Difficulty	Effect 	Damage cap (War)	Damage per thief (War)	Damage cap (OOW)	Damage per thief (OOW)	Hostile meter points	Resources lost
Arson 	All 	medium 	Destroys a small amount of the target's buildings at random. 	? 	? 	 	? 	0.24 	n/a
Greater Arson (GA) 	Rogues 
(UF relations)	high 	Destroys a particular type of building on the target province. 	~6% 	0.0045 	 	0.0045 	0.3 	n/a
Assassinate Wizards (AW)	Rogues 
(UF relations)	high 	Kills target provinces wizards. 	1.4% 	0.007 	1.2% 	0.006 	0.36 	n/a
Free Prisoners 	All 	medium 	 	17% 	0.07 	12% 	0.06 	0.03 	n/a
Kidnap 	All 	medium 	Steals target's peasants (gains drop to 50% at low target pzpa)	4% 	0.285 	1.85% 	0.0173% 	0.095 	
Night Strike (NS) 	All (UF relations)	medium 	Kills Soldiers (home and away)
Kills ospecs (home and away)
Kills dspecs and elites (home and away)	13%
0.36%
0.48%	~0.6
~0.0228
0.022 	~11%
?% 	~0.84
0.23 	0.24 	n/a
Propaganda 	Rogues 
(War) 	High 	Steals target units or wizards. Yield varies by unit type 	? 	? 	? 	? 	n/a (war) 	?
Rob the Granaries 	All 	medium 	Steals target's food 	46% 	135 	31.5% 	95 	0.06 	10%
Rob the Towers 	All 	medium 	Steals target's runes 	35% 	26 	24.5% 	18.2 	0.09 	
Rob the Vaults 	All 	medium 	Steals target's gc 	14% 	106 	5.2% 	40 	0.12 	
Steal War Horses 	Rogues 
(UF relations)	medium 	Steal's target's war horses 	13.6% 	0.1 	12.75% 	0.094 	0.18 	50%
==== Instant Sabotage Damage and Gains ====
Typically the more thieves sent on an operation the more damage done. Damage can be modified by spells, race bonuses. target Watch Towers and Rituals.
==== Thieves to Send ====
The optimal thieves to send on each op is determined by the amount of resource a target has and racial mods. 
 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 above.
==== Thievery Yield ====
While the thieves to send is determined by resources and race bonuses, other factors like relative networth and watchtowers affect the yield that the province ordering operations receives. 
 Thievery Yield = Thieves Sent * ( MIN( Target Networth / Self Networth , Self Networth / Target Networth) + War Bonus) * Gains Per Thief * (1 - Resources Lost) * Racial Mod * Personality Mod * Guile * Cunning * target Race Mod * target Personality Mod * target Illuminate Shadows * (1- target Watchtowers effect) * (1- target shielding) * Stance
=== Duration Sabotage Operations ===
Op Type 	Available to 	Difficulty	Effect 	Max duration 	Duration per thief (War)	Duration per thief (OOW)	Hostile meter points
Bribe Generals 	All 	medium 	20% chance of +15% casualties for the target in all combat for an amount of time. Attack messages on the target will show if this effect has activated.	? max duration 	? 	? 	0.09
Bribe Thieves 	All 	medium 	Reduces thief effectiveness (TPA) by 10% 	? max duration 	? 	? 	0.09
Destabilize Guilds	Rogues 	medium 	target has -20% spell durations 	? max duration 	? 	? 	0
Incite Riots 	All 	medium 	-15% income 	18hrs max duration	? 	? 	0.18
Sabotage Wizards 	All (UF relations)	medium 	-5% of the target's current Mana each Tick, before Mana regeneration. 	? max duration 	? 	? 	0
==== Sabotage damage and durations ====
Duration thief ops have a random factor, though the minimum, avg and maximum durations are dependent on the amount of thieves senthttps://discord.com/channels/398211456174260224/405605576681455616/1100508203730612394 on 21/04/24.
The new calculation for sabotage op durations has not been made public, though effects like guile and the heretic personality do affect duration thief ops like riotshttps://discord.com/channels/398211456174260224/398332751025143810/818953971187974144 on 21/04/24 (unlike duration spells). Broadly the same race, personality, building, science and spell effects that modify instant sabotage operations also apply to duration sabotage ops. There is some variation between max durations, with riots having a longer maximum duration than sabotage wizards or destabilize guilds.
Smiles has also said that oversending on riots reduces the durationhttps://discord.com/channels/398211456174260224/398332751025143810/783396137808822323 on 21/04/24.
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== Stealth costs ==
Performing thievery operations uses Stealth. Each day a province gains 3% Stealth (Rogues receive more). Once a province has less than 5% Stealth, a player cannot perform more thief operations until stealth regenerates. 
* Sabotage Operations (without relations) - 3%
* Sabotage Operations (Hostile or higher relations) - 2%
* Espionage Operations - 2% (excluding Spy on Throne and Spy on Defence, which are 1%)