Every operation your thieves can run this age. How chance, Nerve and Vigilance work is on Intrigue.
| Operation | Kind | Does | Nerve | Chance | Vigilance | Meter points |
|---|---|---|---|---|---|---|
Survey the Estatesurvey | Intel | Reveals buildings, construction and barren land | 3% | ×1.2 | +2% | 0.25 |
Read the Muster Rollmuster | Intel | Reveals troops at home and away, training, medics, mounts, generals and armies coming home | 4% | ×1.1 | +3% | 0.25 |
Read the Ledgersledgers | Intel | Reveals gold, food, materials and open market orders | 4% | ×1.1 | +3% | 0.25 |
Copy the Archivesarchives | Intel | Reveals books invested per science, unspent books, scientists and academics | 5% | ×1 | +3% | 0.25 |
Intercept Courierscouriers | Intel | Reveals their news from the last day | 6% | ×0.9 | +4% | 0.25 |
Full Dossierdossier | Intel | Reveals everything (the full spy report) | 10% | ×1 | +5% | 0.25 |
Lift the Strongboxstrongbox | Theft | Steals 3% of their gold, at most 4,000 per 100 thieves; +2% at war | 12% | ×0.8 | +10% | 1 |
Raid the Storesstores | Theft | Steals 5% of their food, at most 6,000 per 100 thieves; +2% at war | 10% | ×0.9 | +8% | 0.75 |
Smuggle Goodssmuggle | Theft | Steals 4% of one material you name, at most 500 per 100 thieves; +2% at war | 12% | ×0.8 | +10% | 1 |
Rustle Horsesrustle | Theft | Steals 3% of their horses at home, at most 50 per 100 thieves; +2% at war | 12% | ×0.7 | +10% | 1 |
Pilfer Textspilfer | Theft | Steals 3% of their unspent books of one category you name, at most 100 per 100 thieves; +2% at war | 15% | ×0.7 | +12% | 1 |
Undermine the Worksundermine | Sabotage | Delays everything they are building by 4 ticks | 18% | ×0.7 | +15% | 2 |
Set Firesfires | Sabotage | Burns 2% of one building type you name, at most 5 per 100 thieves; +1% at war; spends 1 sulfur per 20 thieves, win or lose | 20% | ×0.65 | +15% | 2 |
Propagandapropaganda | Subversion | 2% of their soldiers at home defect to you, at most 20 per 100 thieves; +1% at war | 20% | ×0.55 | +15% | 2 |
Kidnappingkidnap | Theft | Carries off 1.5% of their peasants to your lands, at most 30 per 100 thieves; +1% at war | 15% | ×0.6 | +12% | 1.5 |
Cut Throatsthroats | Sabotage | Kills 1.5% of their troops at home, at most 50 per 100 thieves; +1% at war | 20% | ×0.6 | +15% | 2 |
Foul the Forgesforges | Sabotage | Delays their troops and medics in training by 3 ticks | 18% | ×0.7 | +15% | 2 |
Poison the Wellswells | Sabotage | Stops their peasant growth for 6 ticks | 18% | ×0.7 | +15% | 2 |
Silence the Adeptssilence | Sabotage | Kills 3% of their adepts, at most 20 per 100 thieves; +2% at war | 20% | ×0.6 | +15% | 2 |
Forge Ordersforge_orders | Subversion | Cancels their open market orders (their goods or gold go back to them) | 15% | ×0.75 | +12% | 1.5 |
Bribe a Generalbribe | Subversion | Their main general fights 10% weaker for 12 ticks | 15% | ×0.7 | +12% | 1.5 |
Court a Generalcourt_general | Subversion | One of their generals starts wavering | 25% | ×0.5 | +20% | 2 |
Court a Scholarcourt_scholar | Subversion | One of their academics starts wavering | 25% | ×0.5 | +20% | 2 |
Stir Unrestunrest | Subversion | Their state's tax brings in 50% less for 12 ticks | 20% | ×0.6 | +15% | 2 |
Chance scales the usual spy chance. Vigilance is what the attempt adds to the target, success or not. Meter points are added to the target state's hostility meter toward yours.
Generated from the game's rule files: Age 3, ruleset 26d8be6b2df908a1. Edit the game's rules, then run tools/sync.py.