Thieves' Operations

Every operation your thieves can run this age. How chance, Nerve and Vigilance work is on Intrigue.

OperationKindDoesNerveChanceVigilanceMeter points
Survey the Estate
survey
IntelReveals buildings, construction and barren land3%×1.2+2%0.25
Read the Muster Roll
muster
IntelReveals troops at home and away, training, medics, mounts, generals and armies coming home4%×1.1+3%0.25
Read the Ledgers
ledgers
IntelReveals gold, food, materials and open market orders4%×1.1+3%0.25
Copy the Archives
archives
IntelReveals books invested per science, unspent books, scientists and academics5%×1+3%0.25
Intercept Couriers
couriers
IntelReveals their news from the last day6%×0.9+4%0.25
Full Dossier
dossier
IntelReveals everything (the full spy report)10%×1+5%0.25
Lift the Strongbox
strongbox
TheftSteals 3% of their gold, at most 4,000 per 100 thieves; +2% at war12%×0.8+10%1
Raid the Stores
stores
TheftSteals 5% of their food, at most 6,000 per 100 thieves; +2% at war10%×0.9+8%0.75
Smuggle Goods
smuggle
TheftSteals 4% of one material you name, at most 500 per 100 thieves; +2% at war12%×0.8+10%1
Rustle Horses
rustle
TheftSteals 3% of their horses at home, at most 50 per 100 thieves; +2% at war12%×0.7+10%1
Pilfer Texts
pilfer
TheftSteals 3% of their unspent books of one category you name, at most 100 per 100 thieves; +2% at war15%×0.7+12%1
Undermine the Works
undermine
SabotageDelays everything they are building by 4 ticks18%×0.7+15%2
Set Fires
fires
SabotageBurns 2% of one building type you name, at most 5 per 100 thieves; +1% at war; spends 1 sulfur per 20 thieves, win or lose20%×0.65+15%2
Propaganda
propaganda
Subversion2% of their soldiers at home defect to you, at most 20 per 100 thieves; +1% at war20%×0.55+15%2
Kidnapping
kidnap
TheftCarries off 1.5% of their peasants to your lands, at most 30 per 100 thieves; +1% at war15%×0.6+12%1.5
Cut Throats
throats
SabotageKills 1.5% of their troops at home, at most 50 per 100 thieves; +1% at war20%×0.6+15%2
Foul the Forges
forges
SabotageDelays their troops and medics in training by 3 ticks18%×0.7+15%2
Poison the Wells
wells
SabotageStops their peasant growth for 6 ticks18%×0.7+15%2
Silence the Adepts
silence
SabotageKills 3% of their adepts, at most 20 per 100 thieves; +2% at war20%×0.6+15%2
Forge Orders
forge_orders
SubversionCancels their open market orders (their goods or gold go back to them)15%×0.75+12%1.5
Bribe a General
bribe
SubversionTheir main general fights 10% weaker for 12 ticks15%×0.7+12%1.5
Court a General
court_general
SubversionOne of their generals starts wavering25%×0.5+20%2
Court a Scholar
court_scholar
SubversionOne of their academics starts wavering25%×0.5+20%2
Stir Unrest
unrest
SubversionTheir state's tax brings in 50% less for 12 ticks20%×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.