Utopia - the coolest online game ever - A Newbie Guide
The Age of Light
Changes for the new Age are already included! - Major changes see
here
Utopia is a free online strategy game, there are approximately 80,000 players from all over the world. If you are new to the game, you will find some useful information here how to start, how to play, and how to find your strategy. It will need some work in the beginning to get things strait - but don't espair! Once you have grasped the concepts of the game, you can concentrate more on the fun aspects - or on the race for a top ranking!

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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 and produce 2 bushels/day.

Homes Increases your maximum population by 8, Increase Birth Rates by % * 4, 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 Costs by % * 1.5, Decrease Draft Costs by %*2, Decrease Daily Wages by % * 2

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 12 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


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