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Complete Guide to Thieving.

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Angrim View Drop Down
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    Posted: 29 Aug 2014 at 05:13
Originally posted by Ancient Nightowl Ancient Nightowl wrote:

Storing (or selling) everything of value in trade hub/s is the only alternative it seems.
not so, but trade hubs are the most cost-effective alternative and far and away the most sure. prior to trade hubs, there were strategies to protect one's goods, including the development of a "treasure city" which maintained a high level of t1 thieves and acted for a player as a trade hub would now. those strategies have decayed since the introduction of 100% successful, free security.
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Ancient Nightowl Quote  Post ReplyReply Direct Link To This Post Posted: 29 Aug 2014 at 00:17
There is not a lot of defence against 6500 Orc cutpurses on the loose, especially when one considers the initial cost and then the upkeep to keep enough of your own on the off-chance that they come back and you knock off a few. 
A group that big can take away more than the city caravans can move at one time.
Storing (or selling) everything of value in trade hub/s is the only alternative it seems.

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Post Options Post Options   Thanks (0) Thanks(0)   Quote Altrix Quote  Post ReplyReply Direct Link To This Post Posted: 05 May 2014 at 06:57
Originally posted by Rill Rill wrote:

Another good reason to send multiple waves of thieves is the risk of catastrophic failure, in which all your thieves die.

This has now been changed as outlined by GM Stormcrow in another thread, below is a summary of it.
  • Only diplo missions of at least 100 have a 1% chance of critical success
  • Only diplo missions of less than 100 have a 1% chance of critical failure
May be good to include this in the guide. It means that you do not have to send multiple waves to avoid losing all units to critical failure, still do this if you have limited number of units and want to spread out the type of resource stolen. However it may be better to send them in one wave in order to overcome the defending diplos, but this is personal preference.
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Rill Quote  Post ReplyReply Direct Link To This Post Posted: 03 May 2014 at 20:21
Actually it's even more -- 500 at the highest level, and more if you have more than one building.

However, serious thieves in Illy usually run 20k or more thieves at a time and will not really notice the difference.  Cost of doing business.

Store your stuff at trade hubs when you can.
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Dragonwort Quote  Post ReplyReply Direct Link To This Post Posted: 03 May 2014 at 11:21
With the right research and building, the ward of destruction (killing rune) will take out 350 troops/diplos; not just 250.

Ooops....I should have let that be a surprise....lol Smile Dragonwort
Just another wrench in the works..
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Silvermania Quote  Post ReplyReply Direct Link To This Post Posted: 09 Nov 2012 at 21:30
Originally posted by Rill Rill wrote:

You might also want to include attack and defense stats for the thief units.

Alright will do! And i'll add in your point about not losing all your thieves to catastrophic failure if that's ok with you. 
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Rill Quote  Post ReplyReply Direct Link To This Post Posted: 09 Nov 2012 at 21:26
You might also want to include attack and defense stats for the thief units.
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Rill Quote  Post ReplyReply Direct Link To This Post Posted: 09 Nov 2012 at 21:25
Another good reason to send multiple waves of thieves is the risk of catastrophic failure, in which all your thieves die.  Many people would rather lose one wave of 2k thieves than one big set of 10k thieves.  I think there is a way to determine how many defending thieves you've "beaten" based on the increase in your diplo score, but I defer to other experts for this.
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Silvermania Quote  Post ReplyReply Direct Link To This Post Posted: 09 Nov 2012 at 21:25
Originally posted by dunnoob dunnoob wrote:

T1: strike gold, add beer Question
T2: EVERYTHING excl. horses/cows/blocks was before trade v2, the new goods are still safe

Edited after the following reply:  T1 are cheap, I use one to identify the rune, and more to disable it, e.g., 1+399 for a ward.  T2 need saddles, I can't afford to waste them against wards, I want to end up with more saddles, not less. Embarrassed 

Yep i never use T2s to clear wards :) Its either T1s or Spearmen.
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Rill Quote  Post ReplyReply Direct Link To This Post Posted: 09 Nov 2012 at 21:23
dunnoob is correct.  As a way to remember, t1 thieves can steal things beginning with b: basics (including food), books and beer.
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