Overview

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.

Determining Success

The best measure of your guild's strength is the number of thieves you maintain per acre, often known as Thieves Per Acre (TPA). 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.

Building & Maintaining the Guild

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.

Restriction & Limits

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.

The Thieves' Toolbox
Listed here is a short reference guide to each of the operations available to you and their effects. In addition, any restrictions on use will be listed under the name. For operations that simply learn information, the more thieves you send, the more accurate the information will be.
Infiltrate Reports on the size of your opponent's guild.
Survey Reports on the distribution of buildings in a province.
Spy on Military Provides detailed information from your opponent's military advisor.
Spy on Sciences Estimates strengths and effects of opponent's science levels.
Sabotage Wizards
Unfriendly Only
Reduces opponent's Mana Levels, limiting their ability to cast spells.
Rob the Granaries Steals food from your opponent's storages.
Rob the Vaults Steals gold from enemy coffers.
Rob the Towers Steals runes from your target's wizards.
Kidnapping Kidnaps peasants from your enemy and brings them to your province.
Arson Burns down enemy Homes to disrupt an enemy's population stability.
Night Strike
Unfriendly Only
Assassinates a portion of your enemy's military, both at home and away.
Incite Riots Incites riots which disrupt tax collection efforts for several days.
Steal Horses Steals an enemy's horses for your own use.
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.
Bribe Generals Increases the losses sustained by your enemy in combat until the bribed generals are discovered by the opponent.
Free Prisoners Releases prisoners from an opponent's dungeons.
Burn Forts
Unfriendly Only
Burns down enemy forts which protect the province from attacks.
Assassinate Wizards
Unfriendly Only
Rogues Only
Attempts to assassinate enemy wizards to permanently weaken their ability to cast spells.
Torch Farms
Unfriendly Only
Rogues Only
Burns down farms to disrupt production of food and encourage starvation.
Propaganda
War Only
Rogues Only
Attempts to convince enemy peasants, military, or wizards to revolt and join your province.