noob's guide to utopia
note: this guide is updated for the age of war. it used to be located at
http://freewebs.com/utopia_guide this is it's new home. be sure to check out Celebrity Satire
index
intro
about
kingdom
attackers & t/m's
races overview
military units
forums
self-cb's
attacking
mystics & thievery
pumping
abbreviations
utopia page layout
links
intro
utopia is a text-based strategy game. in incorporates some math through
equations, for attacking, doing ops, etc. it is a very fun game that
can easily be addicting. however, to have the most fun, you need to
know how to play it properly. some people go through two ages before
they get rid of their ‘rainbow strats’. what happens when a new player,
or noob, enters your kingdom? most people don’t have the time and
patience to explain to noob’s how to play utopia properly. they would
rather raze them and hope that a more experienced player will take
their place. what if there was a site that kingdoms could tell
their noob’s to go to? a site where they could learn everything they
need to know quickly so that they could be useful to their kingdom
immediately, instead of just taking up space for two ages or more. that
is the purpose of this guide!
about
utopia is an online game played by many people. you start off by
choosing one of eight distinct races, each with their own strengths and
weaknesses. then you choose one of nine personalities that add bonuses
to the race you have chosen. you choose a province and ruler name (what
others call you). you are randomly placed in a kingdom with up to 25
other players (or 22 on the world of legends server). your goal is to work with your kingdom to become
stronger.
kingdom
kingdoms consist of up to 22 players on the world of legend (wol) server and
25 players on the battlefield (bf) and genesis (gen) servers. you as a province are supposed to work with
your kingdom in an effort to achieve top ranks in honor, land, and
networth. you need to be active and knowledgeable in order to do this.
a well-organized and active kingdom will have a better chance of gaining more
honor and winning more wars. on the kingdom page, you will see a list
of provinces along with their respective networth’s and land (acres).
you can see your province is shown by a blue color. the leader of these
provinces is the monarch. the monarch is displayed in a different
color. go to politics and vote for the current monarch, don't vote for
yourself, it looks very stupid.
never attack someone in your own kingdom, unless the monarch tells you
that a certain province is inactive and that you can attack him.
attackers and t/m's
t/m
t/m
is short for thief/mage. their purpose is to do stealth operations,
ops, and magic spells on other players. these spells can be as simple
as a crystal ball, used to gather information on another province, or
as complex as a land lust, used to take an enemy’s land. ops can also
be used to gather information or just nightstrike an opponents troops.
t/m’s tend to have a lower draft rate then attackers, but they have
more thieves and wizards, and are less vulnerable to enemy ops and
spells.
some
people who choose t/m tend to specialize in one area, either thief or
mage. if you are a super thief and a minor mage then you would be a
t/m. the opposite would be a t/m. the major is capitalized and the
minor is lowercase.
the major t/m races are as follows:
elf
faery
halfling
attackers
attackers
do what the name implies–they attack. when a kingdom works together,
the t/m’s weaken a target and then the attackers attack those weakened
targets. attackers tend to have a higher draft rate then t/m’s. they
also tend to have fewer thieves and wizards. as a result, they are more
vulnerable to ops and spells.
the major attacking races are as follows:
human
dwarf
orc
avian
undead
races
can be played however you want. just because faery is a major t/m race
doesn’t mean it can’t be played as an attacker. any race can be played
however you want. however, some combinations are better than others.
below i have made a chart of the attacker races and their values.
races
| humans
| elves
| dwarves
| orcs
| faeries
| halflings
| avian
| undead
| max pop
| 26,563
| 24,938
| 27,300
| 26,250
| 26,250
| 26,250
| 23,650
| 29,469
| military
| 15,938
| 14,963
| 16,800
| 15,750
| 15,750
| 15,750
| 14,190
| 17,681
| raw off
| 47,814
| 37,410
| 42,000
| 39,375
| 39,375
| 39,375
| 35,475
| 44,205
| raw def
| 39,845
| 37,410
| 42,000
| 39,375
| 39,375
| 39,375
| 42,570
| 44,205
| max off
| 57,377
| 46,389
| 55,440
| 64,575
| 48,825
| 48,825
| 43,989
| 54,814
|
notes:
*all calculations are assuming 1000 acres. housing science is 5% standard.
for humans it is 25% higher and for undeads it is 50% lower. for undeads they have an extra 15% population
before the science. homes are not included. housing science may be higher,
5% is conservative.
*be is +15% for dwarves and -10% for avians
*60% draft rate is assumed. for calculations sake, it is assumed that
1/2 the army is off specs and half the army is def specs.
*raw offense means offense without any horses, barracks, science, etc.
*raw defense does not include any modifiers.
*max offense calculates maximum offense. it includes horses and max
prisoners (1 per 5). orc prisoners have +1 strength. orcs are assumed to have elites for this calculation only. barracks not
included.
a/m's and a/t's
a/m's are attacker's that also function as mages. a/t's are attacker's
that also function as thieves. a/m's and a/t's tend to be races that
are stronger in magic and thievery and less in attacking (e.g. elves,
faeries, and halflings). a/m's and a/t's are best when in groups
(kingdom strat). the whole kingdom can weaken a target with massive
spells and/or thievery ops before attacking. this strategy is popular
among honor hunting kingdoms.
races overview
humans
humans
make good attackers because they have an extra point for offense. the
+25% maximum science bonus can be useful if used to it's full
potential. for those that don't invest a lot in science, this bonus is
a wasted opportunity. humans also have some negatives. the +30%
military wages can add up. the lower mana and stealth recovery makes humans unfit for t/m
roles, unless they are minor.
elves
elves can make good attackers as seen
on the list above, but they make better t/m's. the -5% population
limits the size of an effective army and will probably make most people
raise their draft rates more to compensate. the lower (50% lower)
military wages is an advantage because elves can raise their military
pay and boost their military efficiency.
exploration costs are 35% higher then normal which will eliminate many
really large t/m elf provinces since some t/m's tend to grow via
exploring. the other option is landlust and paradise.
their advantages as a super mage far outweigh their disadvantages. the
+2 mana/hour let's them cast many more spells, especially in
conjunction with the mystic personality. this could be a very good race
for a very active mage. having access to all of the spells is a big
plus. elves make very good a/m's when in large groups (kingdom strat).
the disadvantage of this is that their offense and defense tend to
suffer and they can be defeated by a kingdom of pumped attackers.
dwarves
dwarves are an attacking race. their
largest bonus is an extra 15% building efficiency which can keep be
close to 100%, even with a higher draft rate. the shorter construction
time gives them an early start and the +20% income is useful in
training units. they require only 25% more food, which can be offset
with proper science. magic effectiveness is 20% lower, but that isn't a
big problem, because most dwarves won't be mages. people wanting to be
a a/m should pick another race though.
orcs
orcs are a good offensive race. they
have the highest offensive value for an elite (7), +1 strength for
prisoners used (build lots of prisons), and they gain 15% more in
attacks. the negative is that they fail more spells and thievery ops.
people don't pick orcs to be t/m's. orcs make a good race if you are
looking for brute strength, especially offense.
faeries
faeries are another good t/m race.
their magic effectiveness is 50% higher, 15% of spells on them fail,
and they gain +1 stealth per hour. ironically, they have -10% thievery
effectiveness after the thievery bonus, but this is small enough to be
offset by a minimal amount of science and/or thieves dens.
halflings
halflings are the final good t/m race.
elves make good super mages and halflings make good super thieves.
halflings have lower thief losses and higher thief effectiveness. they
also have -75% building costs which will save you money that can be
spent on replacing lost thieves. the -10% gains minimizes their
effectiveness as an attacker. their cheap elites are as powerful as
offense specs, plus have 4 defense. they are also much cheaper then
other elites at a cost of only 300gc.
avians
avians are good attackers. they have
the strongest defense spec, +75% birthrate which will give them a quick
start in the age and guard them against heavy fireballing, and a lower
attack time which is good for active attackers.
undead
undead's are strong attackers. their
biggest strength is the +15% population. their biggest weakness is the
-50% science. it's not a huge problem if you don't research a lot of
science which many people do not do. the lower thievery effectiveness
just prevents undead from being a strong a/t. not needing food can save
you 10% or so land which you can use for another building. spreading
the plague is a nice treat when you are in war, but doesn't help you
much in random attacks, unless you are attacking someone who already
has the plague.
military
when you go to your military page you can do a few things. you can train troops, adjust draft percentage, and adjust draft rate.
offense specs (offensive units)
these
units are at the top of the list of units to train. they are used for
attacking. each offense spec has a value of 5 offensive points and 0
defensive points or 5/0. humans have an offensive spec with a value of
6/0. offense is needed for attacking. however, it is not needed for
t/m’s (thief’s/mages). make sure you that have enough defense before
you start training offense.
defense specs (defensive units)
these
units are the second down on the list of units to train. they have a
value of 0/5. avians have a value of 0/6. defense keeps you from being
attacked. dpa or defense-per-acre is usually between 40-60 dpa. t/m’s
tend to have a higher dpa.
elite units
these
units are the third down on the list of units to train. they have both
offensive and defensive values. they can be useful for raising your
offense/defense. however, an excess of elites can lead to ‘suiciding’ or
making an attacking and leaving too little defense at home, since the
defense value of elites is not used when they are out on an attack.
some players are tempted to send out their elites on an attack and this
is what happens. elite units also increase your networth by more then
off/def specs.
this can cause problems since attacks are networth based.
thieves
these
units are at the bottom of the list of units to train. they have no
military value. however, they are used ton perform thievery operations.
thieves are easily killed during thievery operations and need to be
retrained/replaced. this is where you train them. it is a good idea to
train more then the standard 10 thieves you start off with. for t/m’s a
high thief-per-acre (tpa) ratio is good. for attackers it is less
important. the more thieves you have, the higher the losses an enemy
will have when they fail an operation on you.
forums
the forums are a place to get to know your new 'kingdom mates'. i wouldn't suggest flaming in here, or being very annoying.
getting started:
- if
you are new to your kingdom, then you should create a new thread and
call the topic name 'hello', if there isn't one already, and introduce
yourself.
- next, you should post your contacts in the 'contacts' thread, if
there is one. this will show other members of your kingdom that you
plan to stay and you will have a higher chance of receiving aid.
- then look to see if there is an attacker or t/m guild and post in
one of them, depending which role you want to play. if you are going to
be an attacker/mage, or something that involves both groups, then post
in both, but be specific. e.g. i will be a mage.
thread names
there are many different threads that can be found in the forums. the
following is a list of some of the most common threads and what they
mean:
- attackers
guild - this is where attackers should sign-in if they are going to be
attackers. you can post your stats here, but they change often as an
attacker, since you will be gaining/ losing acres frequently.
- aid - this is where people ask for aid. most people won’t aid
newcomers until they prove that they are going to stay. you can also
post here if you have a surplus of something. be specific in your
requests. you may only want 20k bushels of food, but if you say ‘i need
food’, you could end up with 400k bushels.
- away/ vacation - this is a thread for people that will be away
for a few days. it is usually for those not going into vacation mode.
you should post when you are leaving and when you expect to be back. if
you don't post in/create a thread like this, you may be declared
inactive and razed.
- attacks - post all of the attacks you have done here. include
modified offense sent, and defense at home. the purpose of this thread
is so that others know how much offense is needed to break another
province.
- contacts - this is where you post your contacts in case you need
to be reached. post your icq, aim, messenger, etc. good communication
is the key to a good kingdom. posting your contacts shows that you want
to stay, and that you are not just another scripted province.
- hello - this thread is where new members can introduce
themselves. usually you post your utopian experience, contacts (if
there isn't a separate thread), your goals, and what you plan to do
(attacker or t/m).
- inactives - this is a thread where the monarch posts people that
have gone inactive. then he usually gives you a warning, before razing
starts. some monarchs are less strict on this then others. you don’t
want to have your name in this thread. if you can help kill the
inactive via spells/ attacks, then post what you have done here.
- random targets - this is where you post random targets–people
that have not attacked your kingdom. after each attack, it would be
helpful if you posted the information you obtained on the target so
that others can attack him/her also, and the whole kingdom benefits. it
also makes you look like a useful member.
- som's - this is where you post the spy on military’s of the
people that have attacked your kingdom so that they may be retaliated.
also, post the number of thieves sent, unless you also have a crystal
ball to ensure accuracy.
- story – this is a place to be silly. one kd member starts off the
thread with three words, then someone else posts another three words
that continue the sentence. responses should be as outlandish as
possible. the result, when finished, is a funny and zany story.
- self-cb – post your modified throne, internal affairs, and
sciences page here so that your kd members can critique your province
and give you helpful advice.
- tavern - this is for less serious talk. usually a place to just
be silly. discussions in this topic do not have to pertain to utopia.
- t/m guild - this is where t/m’s should should sign-in if they are
going to be thieves or mages. also, if you are an attacker, but a minor
thief or mage then say so here. also post your tpa/ wpa.
- war targets - if your kingdom wants to go to war, they want to
search for good targets first. when they find one, they will put in
this thread. it is your job to say ‘yea, we can beat them’ or ‘you must
be kidding’. posting you own suggestions is also helpful to the
kingdom. this thread may also be called 'hostile targets'.
self-cb's
the purpose of a self-cb is so that your 'kingdom mates' can critique
your kingdom and give you advice on how to make your province better.
although it just says self- ‘cb’, it also should include your sciences
and internal affairs page. this is how you format your own province
information for posting in the forum.
- go to your throne page and click control-c (copy).
- open a new window and go to www.utopiatemple.com
- on the left side of the screen there will be a white box with the
words '[post anything here!]' and above that it will say all-in-one
formatter v4. click in this box and click control-v (paste)
- click return once or twice, and go back to utopia.
- go to the 'sciences' page in utopia, and click control-c (copy).
- go back to the white box, and click in it. then click control-v (paste), and click return once or twice.
- go back to utopia and go to the 'council' page.
- at the 'council' page, there will be more links to choose from. go
to the one that says 'internal affairs', it is the last one on the
bottom row of links, and click on it.
- once you are at 'internal affairs', click control-c (copy).
- go back to the white formatting box, and click control-v (paste).
- now, click the button that says 'format!' if you are on genesis, click the checkbox that says 'genesis server'.
- your information is now formatted! copy the formatted information.
- go the 'forums'. find the self-cb thread, or make a new one, and post the information.
- congratulations! you have just done a self-cb!
attacking
attacking is one of the core components in utopia. however, you have to
make sure that you don't “suicide” when you attack. suiciding is when
you attack, but leave too little defense at home. a suicide is usually
classified as having less then 40dpa(defense-per-acre) at home (it
varies based on your strat). does this mean i should only attack very
small targets so that i can't be retaliated? no, the purpose of your
defense when your army is out is not to make you unbreakable, it is to
ensure that attacking you would not be worthwhile, since there are many
easier targets. usually, when the same person can attack you multiple
times, it means that you have left too little defense at home.
what can i send out on an attack?
- elites
- offensive specs
- war horses (1 per troop)
- mercenaries/prisoners (1 per 5 loyal troops)
- between 1 and 5 generals (5 if you have the general personality)
how much offense do i send?
the best way to tell how much offense to send is to download utopia
angel. angel is a program that calculates your offense and your
opponent’s defense. it is only for windows. to use angel, you must have
your enemies cb/som/sos/survey and your own province information. if
you cannot download angel, then use the online attack calculator at
utopiatemple.com
i failed an attack, when i thought i would get through, why?
- the province could have had a protection cast
- you didn't send all of your generals
- your som was inaccurate (if you used an som)
- you didn't send enough offense
- the province had more war science/ forts then you thought.
gathering intelligence, what do i trust?
- crystal balls are always 100% accurate. they display the targets
throne page, minus the thieves/ wizards count. it does not tell you if
the army is away.
- spy on military is somewhat accurate. the net offense/defense points at home and military efficiency are 100% accurate.
the more thieves you send, the more accurate it will be. to insure 100%
accuracy, format the som along with a recent cb.
- spy on sciences has the same accuracy as a som.
- survey tells you the percentages of the buildings. check it using a cb.
mystics & thievery
mystics
mystics are a very important part of utopia. mages can cripple an enemy
province if they work together properly. mystics are also important for
the average attacker. for example, minor protection is just a spell,
but it gives you a defensive modifier that could mean the difference
between keeping your acres and losing them in an attack.
because magic is so popular, it is necessary to always have guilds;
around 10% is the minimum. if an enemy finds out that you have none, or
little, guilds, then you will be the recipient of many offensive
spells. unlike thievery, wpa is the only factor that prevents
opponents' spells from being successful.
here is an faq:
q: where do i go to cast spells?
a: you cast spells in the 'mystics' page.
q: what is wpa?
a: wpa is wizards-per-acre. the higher your wpa, the higher your chances of succeeding/ defending against an enemy spell.
q: how do i calculate wpa?
a: total # of wizards/acres
q: what are runes?
a: runes are used to cast spells. the larger you grow, the more runes you need for a spell.
q: what is mana?
a: mana is used to cast spells. if your mana drops below 10%, you
cannot cast any more spells. each time you cast a spell, you use mana.
mana regenerates at the rate of 3% each utopian day (5%
for elves)
q: why am i losing mana?
a: you lose mana every time you cast a spell. you can also lose mana when
someone does the sabotage wizards thievery operation on you.
q: why can't i succeed on a spell against someone else?
a: it may be because they have more wizards then you. also, it could be
because you razed your guilds. if you don't have any guilds, you will
fail every spell you attempt.
q: how do i get more wizards?
a: build more guilds to train them.
q: i casted builders boon, mind focus, etc why can't i see an effect?
a: some spells relating to buildings/sciences/etc require that you cast the spell before you build/research science/etc.
q: why am i losing wizards?
a: wizards can be killed two ways. the first is when you fail a spell.
if you fail a spell there is a chance some wizards will be killed. the
second way is through the assassinate wizards thievery operation. they can also be lost to the propaganda thievery op.
thievery
thievery is a very useful tool. it can be used to steal things (gold,
food, peasants, troops, etc.) while mystics cannot. however, to guard
against thievery ops, you must rely on watchtowers instead of tpa.
having a high tpa will not help catch thieves, it will only cause
higher losses when they are caught. the good thing is, thievery does
not require runes to operate. the bad part is that you lose thieves at
a much higher rate then wizards and they have to be constantly replaced
(you can lose thieves on both successful and unsuccessful ops). the
benefit is that thieves cannot be killed directly through thievery ops
like wizards.
pumping
pumping is when you temporarily stop growing to improve your province. there are many different pumps:
- elite pump
- science pump
- wizard pump
- thief pump
elite pump
an elite pump is when you stop growing to train more elites. in order
to do this, you want to reconfigure your building strategy. elites cost
a lot, so if you don't want to be in a pump forever, therefore razing
and rebuilding some buildings is necessary. in this pump, you want to
have a high number of armouries, so that elites cost up to 1/2 of their
normal price. you also want to build more banks, so that you can afford
to train those troops. what about your old specs? these are the troops
you are converting. release them into soldiers before training them
into elites, but don't convert to many, you want to make sure that you
can pay for them all. the same goes for converting buildings, if you
raze them all at once, you will have a lack of jobs. do it in phases! note: pumping elites will cause
your networth to rise significantly. it is not the best idea to do a
large elite pump for this reason.
science pump
for a science pump, it is a good idea to build lots of libraries. the
other way is to build schools and pay for sciences. sometimes, people
incorporate a science pump into another pump.
wizard pump
for a wizard pump, you must covert a lot of your buildings to guilds.
it takes a long time to train a lot of wizards, so the more guilds you
build, the faster it will take.
thief pump
for a thief pump, you want to raise your draft rate. then train the
new soldiers into thieves. a thief pump usually takes the shortest
time, and is usually a part of another pump.
remember: if you want to make the pump worthwhile, you need to convert enough buildings.
abbreviations
utopia is full of abbreviations, and some of them can be confusing, but
after a while, they become part of your regular vocabulary, for better
or worse. here is a list of common utopia abbreviations.
self-spells
* mp - minor protection
* gp - greater protection
* ms - magic shield
* ma - mystic aura
* fl - fertile lands
* nb - nature's blessing
* l&p - love & peace
* tog - tree of gold
* qft - quick feet
* bb - builder's boon
* ia - inspire army
* anon - anonymity
* invis - invisibility
* cs - clear sight
* ws - war spoils
* fana - fanaticism
* mf - mind focus
* tw - town watch
* aggr - aggression
* ad - animate dead
* rm - reflect magic
* shdlt - shadow light
* pat - patriotism
* dise - paradise
offensive spells
* cb - crystal ball
* ce - crystal eye
* strm - storms
* drt - drought
* verm - vermin
* et - expose thieves
* grd - greed
* fg - fool's gold
* pit - pitfalls
* fb - fireball
* ls - lightning strike
* expl - explosions
* amn - amnesia
* nm - nightmares
* mv - mystic vortex
* ms - meteor showers
* td - tornadoes
* ll - land lust
thievery ops
* inf - infiltrate
* surv - survey
* som - spy on military
* sos - spy on sciences
* sw - sabotage wizards
* rtg - rob the granaries
* rtv - rob the vaults
* rtt - rob the towers
* kdnap - kidnapping
* brn - arson
* ns - night strike
* ir - incite riots
* sh - steal horses
* bt - bribe thieves
* bg - bribe generals
* brnfrt - burn forts
* aw - assassinate wizards
* brnfrm - torch farms
* prop - propaganda
buildings
* frm - farms
* tg - training grounds
* arms - armouries
* rax - barracks
* frt - forts
* td - thieves dens
* bnk - banks
* hosp - hospitals
* gld - guilds
* twr - towers
* wt - watchtowers
* lib - libraries
* tvrn - tavern
* stbl - stable
relating to the province
* dpa - defense-per-acre
* opa - offense-per-acre
* epa - elites-per-acre
* ppa - peasants-per-acre
* npa - networth-per-acre
* tpa - thieves-per-acre
* wpa - wizards-per-acre
* kd - kingdom
* prov - province
* oow - out-of-war (attack/op)
* op - thievery operation
* tb - trade balance
* t/m - thief/mage
* t/m - mostly mage/a little thief
* t/m - mostly thief/a little mage
* strat - strategy (e.g. building strat)
note: i will be updating this list. if you have any other abbrev's, or
if one of the above abbrev's is wrong, please tell me. thanx for your
time!
utopia page layout
monarch message
this appears when you first log-in. read this carefully, since it may
be important. when you are done reading it, click the link to enter
into utopia.
throne
the throne page contains all of the information you can obtain through
a crystal ball spell. it tells you your race, personality, name of
ruler and province, land in acres, number of peasants, employment
percentage, building efficiency, amount of gc (money), amount of bushels
(food), runes, trade balance, military units, number of thieves, number
of wizards, number of war horses, number of prisoners, raw offense and
defense, and your service level.
- race – this is what you chose when you signed up. there are eight different races.
- ruler – this is the name of the ruler you chose when you signed up. the
full title is a combination of this name and the personality you chose
and any honor titles/monarchy you have. this title will be displayed
after each message you post in the kingdom forum.
- land – the total number of acres that you have.
- peasants – the number of peasants that you have. this means total
working peasants. military units, wizards, and thieves are not included.
- employment – the percentage of your peasants that are employed. if you have less then 100% raise your draft rate.
- building efficiency – the higher your draft rate the lower this is.
- money – this is the money that you have. money is counted in gc (gold
coins). you need money for everything from building new buildings to
paying for upkeep expenses on troops. peasants generate money each
hour. casting tree of gold, or stealing gc from others also gives you
money.
- food – food is very important, unless you are an undead. if you are
getting low on food, you need to build more farms, cast fertile lands,
or get food in the form of aid or thievery ops. if you run out of food,
you will start losing troops to starvation.
- runes – runes are used to cast magic spells. different spells require a
different amount of runes. if you don’t have enough runes to cast a
spell, then you can’t do it. towers produce runes.
- trade balance – if you send aid to someone you get a trade surplus. if
you receive more aid then give, you will have a trade deficit. the
higher the deficit, the higher the tax on incoming aid. the trade
balance gradually moves towards zero, from high or low.
- soldiers – there are 4 different types of military units. they are
soldiers, offense specialist, defensive specialist, and elite. the
soldier is the weakest and can be trained into any of the other three.
an offensive spec can only be used for offense and a defensive spec can
only be used for defense. however, an elite can fight both on defense
and offense. elites also tend to be stronger than specs, and are more
expensive.
- thieves – these are used to do thievery ops. the higher your
thief-to-acre ratio, the more successful you will be in ops. to
determine your tpa, divide the number of thieves you have by your acres.
- wizards – wizards are used to cast spells. having a high wizard-to-acre
ratio gives you a higher chance of succeeding a spell. you can find
your wpa by the same technique as your tpa.
- war horses – these are very valuable to attackers. one war horse can be
sent for every troop also being sent on offense. they add 1 offensive
point for each one sent.
- prisoners – every time you attack, you kill some enemy troops and you
take some prisoners. prisoners are 3x as effective as war horses, but
are harder to obtain and only good for a one time use. they also can
only be sent one every five regular troops. dungeons hold prisoners.
orc prisoners have +1 strength.
- off. points – this is your raw offense. it does not show offense that is away, just total offense.
- def. points – this is your raw defense. it does not show defense that is away.
- service level – this ranges from basic to platinum. the higher your
level, the more add’s get removed. you can also obtain swirve reward
points to give you bonuses like extra money and acres. they are easy to
obtain, and some don’t require a credit card or address. swirve points
are carried over to the next age, so that you will have them forever.
council
affairs of the state
tells you general information, some of which is a repeat from the
throne. this page also tells you your honor, and how much
money/food/runes you are making.
civilian affairs
this tells you your building efficiency, and income
generated each turn per peasant.
military affairs
this shows what the offense and defense are for armies at home and any
armies that may be away. it also shows when troops will be finished
training.
internal affairs
this page shows the percentages of buildings that you have. utopia’s
building system works on percentages, so this is a fairly valuable
page. it also shows any acres that you are currently exploring.
arts and sciences
this page shows you the science that you are currently researching and
how long it will take to be done. science is expensive to buy, and
therefore it is better to have some libraries.
mystic affairs
this shows the spells that are currently cast on you, and how long they will last. it shows both good and bad spells.
our history
this page shows the history of your province including highest
networth, land area, honor, and information on attacks, spells, and ops.
kingdom growth
this page let’s you view a graph of your kingdom’s networth, land, or honor. if it is rising, then that is a good thing.
explore
there are 3 ways to gain land in utopia. one can attack, landlust or
paradise land through spells, or they can explore. in order to explore,
you need soldiers and gc. the larger you grow, the more soldiers and gc
you need to explore. also, you may not explore more than the amount of
land you currently have built up, but this won’t be a problem when you
get larger. however, some kingdoms do not like exploring and they would
prefer if you gained all of your land by attacking. check the forums
for your kingdom policy.
growth
this is where you can build up your land. utopia’s building system is
based on percentages. go to the internal affairs page to check on the
effects for adding an additional 1% of any building. most buildings
reach maximum efficiency at 50%. however, the extra efficiency from 40%
to 50% is hardly worth it.
it is not necessary to have some buildings depending on how you decide
to play. for example, a t/m who isn’t going to attack will never need
dungeons (used to house troops you capture in battle) or barracks, or
stables (for war horses).
you can find building strats (strategies) here:
http://www.utopiatemple.com/strategies.php
you can find the exact percentages of the buildings here. just go to ‘growing your lands’ link on the bottom left of the screen:
http://games.swirve.com/utopia/help/
sciences
sciences can be used to increase certain areas of your province.
science is expensive and libraries are the best way to get free science
points. you can also build schools, which lower the price of buying
science.
alchemy
this science increases your income. this is very helpful if you are going to have an all-elite army or if you just need more gc.
tools
this can be used to increase the speed at which your buildings are
built. this is not all that important, since you can build at 2x speed
by just paying more. especially if you are a dwarf, they have faster
building speeds.
housing
this is a very important science, because it increases your max
population, which in turn increases your army size, which increases
your offense/defense. it is important to have at least 10% housing
science.
food
this science is important, because it allows you to build fewer farms,
which frees up more land space for other buildings. if you are an
undead, don’t research this.
war
this science is very important for attackers, but it’s still important
for defense. having a high war science gives you a higher offensive
modifier, which allows you to send less offense out, which means more
defense at home.
crime
this science effects thievery. it is mostly important for t/m’s.
channeling
this science effects magic effectiveness. it is not as important for attackers as it is for t/m’s.
military
this is where you train all of your troops
draft rate
this is the percentage of your maximum population that is part of your
army. normal draft rates vary between 55-65%. draft rate is usually
higher for attackers. draft rate does not include wizards.
offensive specs
these troops are used for offense. they have a value of 5/0. human
offenive specs have a value of 6/0. their names vary depending on race.
defensive specs
these troops are used for defense. they have a value of 0/5. avian
defensive specs have a value of 0/6. their names vary depending on race.
elites
these troops cost the most and are more powerful then offensive
defensive specs. they can fight on both offense and defense. they have
a higher upkeep expense and add more to your networth.
thieves
thieves are used to do thievery operations. the more thieves you have,
the more thieves an opponent will lose when they fail a thievery
operation on you.
mystics
this is where you cast spells. the higher your mana, the higher your
chance of casting a spell successfully. you can also choose to stop
training/release wizards.
thievery
this is where you do thievery operations.
war room
this is where you can attack. find a target, and then you may attack
them. you shouldn’t attack people in your own kingdom, unless they are
inactive and the monarch of your kingdom gives the order to do so.
generals
you can send between 1 to 4 generals (5 if you chose the general
personality). if you are going to attack more then once, you can send
less then the max amount of generals. each general gives you a 3%
offensive bonus; so if you are attacking once, make sure to send all
four generals. only sending one is a common way to lose attacks (one is
default).
mercenaries/prisoner
you can send 1 mercenary/prisoner for every 5 regular troops. they
fight with the power of 3 soldiers, or 3 attack points each (orc
prisoners are +1 strength). you can capture prisoners by attacking
another province, if you have dungeons. some people have a small number
of dungeons and send their prisoners out each time they attack. once
you send out prisoners/mercenaries, they are gone. also, it costs money
to buy mercenaries.
aid
this is where you can send aid to members of your kingdom only. you can also choose to block incoming aid.
read msgs
this is where you can read all of your new messages. every time you
login, you should check your messages. someone may have sent you
something important. you can also reply to the message by clicking the
reply button to the right. however, it will not send the previous
message in the reply. you cannot save sent messages. if it is
important, you can copy it and send it to yourself. messages are
deleted after 3 days.
send msgs
this is where you can send messages to other people. be aware what you
say though. people can click on the report button and get you deleted.
therefore, it is not a good idea to follow up each attack by a message
telling the person that they should go &*%# themselves without the
censorship, because they may have the last laugh.
politics
this is where you can vote for your kingdoms monarch. don’t vote for
yourself! just choose the current monarch. this will at least show that
you are active.
relations
this shows your relations with other kingdoms. there are three different relations–peace, hostile, and war.
peace
this is done after a war, unless it is a withdrawal. the monarch can
also peace a kingdom that declares on your kingdom. peace lasts for a
minimum time, and peace can only be done on one kingdom at a time.
after the minimum time, it may be cancelled.
hostile
when your kingdom declares someone else hostile, or vice versa, a
hostile bar appears. when both bars are filled, yours and the other
kingdoms, you go to war. you can check how much of the hostile bar is
filled by right clicking on the bar and choosing to view the source.
you can only declare one kingdom hostile at a time.
war
this is when you are at war with another kingdom. attacking a kingdom
that is in war with someone besides your kingdom is known as an oow
(out of war) attack and is not good to do since it results in post-war
retals and lower gains. wars can end three ways, withdrawal, mutual
peace, and surrender. in withdrawal, a kingdom that is clearly winning
can choose to leave the war. in mutual peace, both sides agree to stop
fighting. in a surrender, one side gives up and surrenders to the
other. you can check the war meter by right clicking on it and choosing
‘view-source’. the war meter is out of 200. so, a tie would be 100:100.
the kingdom
this is where you can see your kingdom networth, banner, and all of the
other players. it will also tell you the number of players in your
kingdom. it shows you the networth, land, acres, and honor ranking for
each province. it also tells you who is online.
the world
this is where you can see how your kingdom ranks on both island and
world rankings for networth, honor, and acres. you can also see the top
individual provinces for those categories mentioned above.
the paper
this shows you all of the current news in your kingdom. it includes aid
sent, attacks made, relations, dragons, and obituary news.
last month
this is the paper that is one month old (one real day).
dragons
this is where your king/queen can start a dragon project aimed at
another kingdom. if there is a current dragon project in the works,
then you can contribute gc to finish it. if there is a dragon in your
kingdom, you can send soldiers to kill it. be careful, if you send less
then the 1% needed to kill the dragon then it will still be as strong
as before. the best way to kill a dragon is to appoint a dragon slayer,
and have everyone send their soldiers to him to kill the dragon. when
you send a dragon to somebody else, you should expect one back.
preferences
this is where you can change/do some things to your account.
defecting
if you are unhappy with your kingdom, you may choose to defect.
defecting can only be done 3 times per age, and each time you do it,
you lose 15% of everything.
change password
this is something you want to do if someone has figured out what your
password is, or if you have figured out someone else’s password and you
don’t want them to log in again (joke).
delete account
this is something you do if you get bored of utopia.
vacation mode
if you are going to be away for a long time, and you fear you may be
hit, use this. it lasts for 3 days minimum, and it requires a password
sent to your e-mail to log back on again. a monarch can still cancel
protection after the three-day period.
the guide
read this if you have any questions not answered in this guide.
help
a very short faq.
logout
click this when are ready to get back to your real life.
links
official
official utopia page
official utopia guide
important sites
utopia temple
other sites
muaddib's strategy guide
trevor's virtual utopia guide
lu xor's site
tips and tricks guide
utopian thieves guild
utopia formulas
utopia pimp
outdated sites
punar's utopia formulas (outdated)
utopia freaks (outdated)
torin's page (outdated)
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