Utopian Economy
Besides being active, your economy is the key to success - especially
your building strategy.
Do not build just some buildings that sound cool - first study what
are the effects of this buildings, if you really need them, and
if they are useful for your playing style. Many buildings only have
an effect on your economy if you build great numbers of them (the
actual number is far less important than the percentage of your
total land whenever a percentage is shown in the description).
The term "%" below refers to the percentage of land
you have of that kind of building. For example, if you have 10%
of your buildings as Barracks, "% * 1.5" means a 15%
bonus.
You need to find a balance between a good income and a strong military
- not enough income, and you can't afford your troops, not enough
military, and you will suffer attacks!
When the age starts, explore up to 400-500 acres during protection,
that's the only way to get land during the first days of the game
(no attacks allowed). Do not explore too much land, or you will
be targeted by attackers immediately when coming OOP (out of protection).
Your strategy should roughly
be like that:
Before the age starts, decide if you want to be
an attacker, a thief, or a mage. It's hard to be good at more than
one of these, although thief/mage may be combined by good players.
Then make your building strategy!
first week
Buildings: 10% farms , 20-30% banks,
20-30% mills, 12-15% guilds, 7-10% towers (no towers for
Dark Elves), 5-10% Stables if you are attacker, and as many
armouries as possible for cheaper drafting
Military: Build more defense (around 30 defense points/acre)
than offense, don't forget to train some thieves (1 - 2/acre),
set your draft rate to 60% right from the start, then increase
when you are attacker.
What to do: Explore for land. On the first days out of protection,
plunder and landgrab inactives, deserted provinces, and farms (you
can tell somebody is inactive when they still have the same acres
and networth as when the game started). Steal gold and runes from
provinces who forgot to train thieves!
Later then it's time to attack active players - your kingdom will
have a war soon when you are out of protection!
after the first week
Buildings: 15-20% banks, 7-10% farms ,
20% armouries, 10-15% guilds, 5-10% towers (except Dark Elves)
That leaves some free space which you can use for:
- around 7% stables (adjust so
you always have 1 horse for each of your attackers)
- try to have 10% hospitals (attackers) to reduce military
losses when you are growing near 2000 acres (except Gnomes)
- as many schools for free science as possible
- some dungeons for attackers only (Elves don't have dungeons)
- guard stations if you are attacked often (when you tend to attack
and leave little defense at home)
- thieves dens for thief/mages only
- more guilds/towers if you are playing mage (except Dark
Elves)
Military: Your draft rate should be around 50-60
% then (later up to 60-67% for attackers), you will need
around 40-50 defense points per acre after some weeks, then
raising to 50-60 dpa
What to do: When your kingdom is at war, attack only
in your enemies kingdom, use your thieves and wizards to
gather information and hurt the enemy! Follow the war strategy
of your king or queen!
When there is no war, explore for land (thieves/mages) or paradise,
build military and thieves, and look for easy random grabs (attackers)
Now, that's all very basic, but you should be able to survive,
grow, and develop your own strategy in time. Don't give up when
you don't grow big in your first round - the first round is for
learning - you will do better in your second round!
Economy Info
Income per employed peasant: 2.25 gc/day
Jobs per building: 25
Jobs for max efficiency: 67% filled
Prisoner income: 0.5 gc/day
Prisoner work: 1/2 of a job
The buildings
Each built up acre of land
houses 25 people; Barren lands house 15 people.
Homes Increases your maximum population
by 8,
Increase Birth Rates by % * 3,
Employs no one
Farms Produces
70 Bushels Per Day
Mills Decrease Building Costs by % * 4
(Max of 99%); Reduces exploration gold expenses by % * 3
Banks
Generate $25 per day; Increase Income by % * 1.25
Training Grounds
Increase Offensive Military Efficiency by % * 1.5
Armouries
Decrease Military Training & Draft Costs by % * 1.5,
Decrease Daily Wages by % * 2, Barracks Lowers Attack Time
by % * 1.5
Barracks Lowers Attack Time by % * 1.5
Forts
Increase Defensive Military Efficiency by % * 1.5
Guard Stations
Decrease Resource Losses when Attacked by % * 2
Hospitals
% * 2 Daily Chance of Curing the Plague; Decrease Military
Losses by % * 3
Guilds 2% Chance of Training a
Wizard Daily
Towers Produces 10 Runes Per Day
Thieves' Den
Lower Losses in Thievery Operations by % * 4; Increase Thievery
Effectiveness by % * 3
Watchtowers % * 2 Chance of Catching Enemy
Thieves,
Decrease Thievery Damage by % * 3
Libraries Increase Science Effects by %
* 2; Not affected by Building Efficiency
Schools Decrease Science Costs by % * 1.5,
Protect % * 3.5 Books from Losses
Stables Produces One Horse Per Day (Max 60
Horses Per Stable)
Dungeons House 20 Prisoners of War |