Complete Guide to Thieving. |
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Silvermania
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Joined: 04 May 2012 Status: Offline Points: 23 |
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Topic: Complete Guide to Thieving.Posted: 09 Nov 2012 at 20:51 |
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IMPORTANT: Thieving & Spying should only be conducted against suspended OR inactive players. Inactivity is generally accepted to be 3 weeks in length, and not having
responded to in game messages (igms) during that period and showing ZERO
population growth.
T2 Thieves are able to steal both BASIC & ADVANCED resources, which
includes everything EXCEPT Cows, Horses & Siege Blocks. Trade V2 goods are still safe, as of time of posting. Each race has different thieving units, with slightly varying stats:
The Process 1. Picking a target As mentioned earlier, only abandoned/inactive players should be considered as potential targets! Four factors come into play when
deciding who to thieve.
Length of Inactivity should be at least 3 weeks, accompanied by friendly mails. Useful tools to check player life signs are either: http://www.illytools.net/site/page?view=about (There's a little graph icon on the dashboard) Player Size/Overall Rank, is a good indicator of the amount
of resources he/she has, especially advanced resources. Obviously, it would
make sense to target towns with high population as opposed to small villages.
Generally I find that towns bigger than 5k population usually have at least 1k
of any advanced resource. A deterrent to thieves would be runes cast by the target. There are 3
types of runes: Fear, Killing & Seeking. Killing Runes, are annoying. They kill all unit types, except for spies & scouts. Overcoming them is more of a cost analysis. Given that a T2 thief costs around 3.4k gold to produce, and since the best killing rune is able to destroy up to 250 units, that equates to roughly 850k lost. Not to mention building thieves takes extremely long. However, killing runes kill ALL unit types, which is why it makes sense to simply send enough cheap military units to overload the rune. I usually use T1 spears, as they’re the cheapest (about 1k gold each, costing a total of 250k gold). This comes out to about 600k gold saved (850k gold minus 250k gold). Alternatively, you could send T1 thieves to overload the rune as well. But hey i'm a scrooge with me gold (:
Seeking Runes, are a pain. They kill up to 400 selected
diplomatic types, and people commonly use them against thieves. The only way
around them would be to first send a large enough wave of T1 thieves to
overload the rune, followed by the main wave of T2 thieves.
Edited by Silvermania - 09 Nov 2012 at 21:22 |
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Silvermania
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Posted: 09 Nov 2012 at 20:57 |
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Hey guys this is very much a work in progress, with pictures to come. Please give lotsa feedback & comments alright (:
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dunnoob
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Joined: 10 Dec 2011 Location: Elijal Status: Offline Points: 800 |
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Posted: 09 Nov 2012 at 21:06 |
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T1: strike gold, add beer
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.
Edited by dunnoob - 09 Nov 2012 at 21:22 |
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Silvermania
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Posted: 09 Nov 2012 at 21:08 |
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Hmm can someone confirm this? i never bothered with T1 thieves tbh, just have lots of T2's.
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Rill
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Player Council - Geographer Joined: 17 Jun 2011 Location: California Status: Offline Points: 6903 |
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Posted: 09 Nov 2012 at 21:23 |
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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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Silvermania
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Posted: 09 Nov 2012 at 21:25 |
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Yep i never use T2s to clear wards :) Its either T1s or Spearmen.
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Rill
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Posted: 09 Nov 2012 at 21:25 |
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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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Rill
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Posted: 09 Nov 2012 at 21:26 |
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You might also want to include attack and defense stats for the thief units.
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Silvermania
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Posted: 09 Nov 2012 at 21:30 |
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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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Dragonwort
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Joined: 10 Feb 2014 Location: Central USA Status: Offline Points: 139 |
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Posted: 03 May 2014 at 11:21 |
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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
Dragonwort |
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Just another wrench in the works..
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