Utopia - the coolest online game ever - A Newbie Guide
The Age of Light
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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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The Races and the Personalities of Utopia


The various advantages and disadvantages of the races vary with every round (or "age") of Utopia - so you have to choose your race wisely for each age!

The Races

 

advantages and disadvantages

Humans
Good bonuses and nifty penalties make human a good choice for the unexperienced player - with good use of the income and science advantages Humans can be deadly attackers.

Merchant, Sage or Artisan

+25% Income
+30% Science Effectiveness
+1 Strength Defensive Specialist

-25% Magic Effectiveness

6/3 elite - gc 750



Elves
Great magic abilities, neglectable penalty. Can be supermage or mage/attacker and excel in both.

Mystic to have that Meteor Showers spell, or War Hero as attacker

 

+30% Magic Effectiveness
+1 Mana Recovery / Hour
-50% Wages
-50% Combat Losses

No Access to Dungeons

6/4 elite - gc 700



Dwarves
+30% building efficiency is huge, free building construction is nice, and immunity to fog is nifty, the penalties are not so bad and the elites are OK.

Artisan to boost Building Efficiency even more

 

+30% Building Efficiency
Free Building Construction
Immunity to Fog

-30% Thievery Effectiveness
Can't use Accelerated Construction

7/4 elite - gc 1000



Orcs
Good attacker race as always, but in the long run the higher science costs will hurt a lot.

War Hero or Warrior

+30% Gains on Attacks
-50% Draft Costs
Spreads & is Immune to the Plague
Train Elites with Specialist credits

Only 50% Bonuses from Honor
+30% Science Costs

8/2 elite - gc 800



Gnomes
Super-Thief as usual. Can be nice attacker also if played well.

Rogue for max damages to enemy targets

+40% Thievery Effectiveness
50% Cost of Thieves
+15% Population

-25% Birth Rates
No Access to Hospitals

5/4 elite - gc 250



Dark Elves
Good Mage, good attacker with this extra off point for the off-spec and no runes needed make Dark Elf a match for Elf.

Mystic because of the Meteor Shower spell ability

+30% Spell Strength
No Runes Needed
+1 Offensive Specialist Strength

+20% Exploration Costs
+25% Military Wages

5/6 elite - gc 900




Avian
The new attacker on the block. For those to whom Orc seems to vulnerable.

Merchant or War Hero

+75% Birth Rates
-25% Attack Time
Immune to Ambush

+15% Military Losses in Combat
Cannot use Horses

7/3 elite - gc 700



The Plague
The Orcs are a unique race of creatures who carry a rare disease known in Utopia simply as The Plague. Each time an Orc province -- or any province infected with the Plague -- successfully attacks or is attacked by another province, there is a small chance they will transmit The Plague to that province. While infected with The Plague, the province will have no population growth. Due to illness, utilization drops as well. The Plague will naturally be cured, on average in 10 to 12 Utopian Days -- at most, no more than 1 Utopian Month. Hospitals can help increase the pace of the cure.

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The Personalities
Within Utopia Your races defines some of the fundamental strengths and weaknesses of your province. However, how you lead -- your background, knowledge, and experience -- also plays a part in how your citizens grow and learn. When entering the Utopian world, you are asked to select a Personality for your leader. This helps to further define your lands, possibly countering a weakness or building upon a natural strength. That, of course, is up to you.

The Merchant
+15% Income
Immunity to all Income Penalties (Riots, Plagues, etc.)
75% Money Losses on Plunder Attacks

The Shepherd
30% faster military training, building construction, exploring, and scientific research
All lands generate 4 bushels of food per acre daily
Immunity to food penalties of Plague, Storms & Droughts

The Sage
Every 2 Acres of land produces 1 Science Book per Hour
50% Protection from Learn Attacks

The Rogue
+1 Stealth per Hour
Access to all thievery operations, including three unique to Rogues

The Mystic
Access to Meteor Shower spell
All Guilds are twice as effective

The Warrior
15% Lower Attack Time
50% Land Losses when Ambushed

The War Hero
Access to enhanced Conquest Attack at all times
Gain 50% more Specialist and Building Credits
+25% Enemy Casualties on Attacks

The Artisan
All Capacity and Flat Rate Buildings are 25% more Effective
50% Protection of Buildings from Tornadoes, Arson Operations, Raze and Massacre Attacks

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