UTOPIA - the coolest online game ever! The Age Of Wonders - changes already included!

Moved to a new location - updated newbie guide is now at http://utopia.utopiax.org/
please update your links and bookmarks!


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 despair! 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! New Utopia Strategy Forum Please post your strategies or comment on others'! Experienced players welcome! - Totally cleared out - please post strategies for the next age!

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The Races and Personalities
The Military
Economy
Never do
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Mystics & Thievery

 

95 x 95 v2

Moved to a new location - updated newbie guide is now at http://utopia.utopiax.org/
please update your links and bookmarks!

The Economy - there is more to Utopia than war!

Your strategy should roughly be like that:

first week

Buildings: 20% banks, 10% farms (Undead no farms, Dwarves more), 15% armouries, 12-15% guilds, 7-10% towers
That leaves some free space for stables, mines (Faeries and Dwarves), barracks and forts.
Extra guilds and towers for Faery and Undead are great to cast Tree Of Gold.

Military: Build more defense (around 15 defense points/acre) than offense, don't forget to train some thieves (1 - 2/acre), set your draft rate around 20-30% for the start, then increase.

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 200 acres and their provinces' networth did not grow). 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!

later

Buildings: 20% forts, 20% barracks (barracks for attackers only), 7-10% farms (Undead still no farms, Dwarves need more), 20% libraries or armouries (either armouries to build your military, or libraries to learn/keep science), 10-15% guilds, 5-10% towers

That leaves some free space which you can use for:
- stables (all attackers except avian)
- banks to generate extra income
- more guilds/towers if you are playing mage
- schools + universities (when you go for science)

more specific strats:

attacker: 20% barracks, 20% forts, 7% guilds, 5% towers, 20% watchtowers, 5% stables (except avians), 10% farms, and the rest could be armouries, dungeons or libraries.
have only 1 thief/acre

mage: 20-25% guilds, 10-15% towers, 20% forts, 20% watchtowers, 10% farms, the rest may be libraries (later schools when you have lots of science)
have around 2 thieves/acre

thief: 15% guilds, 10% towers, 10% farms, 15% thieves dens, 20% forts, the rest you may want to switch (armouries/banks for elite training, then libraries/universities for science-pumping, then schools/libraries to keep science high)

Military: Your draft rate should be around 60 % then (later 70%-80% for attackers), you will need around 30-40 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, build military and thieves, and look for easy random grabs.

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!

note: the currency of Utopia is the goldcoin (referred to as gc)

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The Actual Numbers

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, "% * 2" would refer to 20%.

What You should build:

Now you have to decide what to build. This will be a very rough, but quite solid strategy which will help you to survive - you will develop your own strategy in time!

Land Capacity: Each built up acre of land houses 25 people; Barren lands house 15 people.  
Homes - Houses 30 people (as opposed to the normal 25)
Employs no one
Homes: depending on playing style, may vary from no homes to 60-80% homes
Mines Earns gc 55 Per Day Mines: only Dwarves + maybe Faeries should have them (and cast Miner's Mystique). Only when your building strategy allows them
Farms Produces 70 Bushels Per Day Farms: around 7-10%, dwarves more, Undead no farms!
Mills Decrease Building Costs by % *4 (80% Max) Reduces exploration gold expenses by % * 2 (50% Max) Mills: Definitly of interest for any explorer
Armouries Decrease Military Training Costs by % * 1,75 (50% Max), *2 more Elites in Combat (30% Max), 1,5% daily chance of training a Specialist Unit into an Elite Unit Armouries: if your strategy allows them, you should have 20 - 30% - they make your military training costs cheaper and give you more elites
Barracks Lowers Attack Time by % * 1,5 (50% Max) Increase Offense by % * 0.5 (20% Max) Barracks: you may use them if you are a hard-core attacker and are online often, so you can attack twice a day
Thieve's Den Lower Losses in Thievery Operations by % * 5 (80% Max)
Increase Thievery Effectiveness by % * 1 (no max)
Thieve's Den: only if you are playing thief
Forts Decrease Resource Losses when Attacked by % *1,5 (50% Max) Increase Defense by % * 1 (10% Max) Forts: have something of the old guardstations now by increasing defense. Build them if you have the space! (10-20%)
Banks Increase Income by % * 2 (No Max)
Protect % * 5 Gold from Thievery (60% Max)
Banks: if you can afford it, build them! Especially during the first week of the game you should have 10-20%
Hospitals Decrease Combat Losses by % * 4 (60% Max)
% * 3 chance of curing The Plague each day
Increase Birth Rate by % * 10 (100% Max)
Hospitals: you won't need hospitals, unless you are growing really big and playing all-elite
Guilds 2% Chance of Training a Wizard Daily Guilds: 3-7% as attacker/explorer, 10-25% as mage
Towers Produces 10 Runes Per Day Towers: you should have 3-7%
Watchtowers % * 2,5Chance of Catching Enemy Thieves (60% Max)
% * 5(60% Max) chance of identifying enemy thieves
Watchtowers: Build them if you strategy allows them (attacker)! They will protect you from enemy thieves in war!
Schools: Increase Science Maximum by % * 1,25 (60% Max) Schools: Schools will still be great for better sciences, especially for Humans
Universities Decrease Learning Costs by % * 1,75(50% Max) Reduce Science Decay by % * 5 (100% Max) Universities: if you go science-heavy, you will need Unis to get science cheap, and to keep your science levels high with reduced decay!
Stables Produces One Horse Per Day (Max 75 Horses Per Stable) Stables: build some if you want to attack - one Stable for every 75 men you plan to send on attacks. Avians cannot use horses - if you play avian, do not build stables!
Libraries 1.5 free Science Point per Day
Protect % * 3 Science from Enemies (60% Max)
Libraries: Still worth to build some to get free science
Dungeons House 50 Prisoners of War Dungeons: if you are an attacker, build a couple of them to increase your offense a bit

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Your People

First off, you will need people to make your province a success. Without them, you have nothing. It will be important, however, to find an effective balance within your population. The total number of people within yours lands is limited by space, and that total includes both peasants and military forces. Because only the peasantry raises families, you will need a large peasantry if you want to continue replenishing your population -- and that means a small military. If you military is too small, however, you are in danger of attack from outside. It will be up to you to come up with an adequate balance, but that may often be dictated by what your neighbors are doing as well.

How many peasants and how many military forces you will have, depends on your draft rate (to be set in the Military Menu)

Your draft rate should be low at the start - around 30%, raise it later when all your basic soldiers are trained, or when you run low on soldiers for exploring.

Later in the game, a draft rate around 60% is reasonable (but can also be lower or considerably higher, depending on your building strategy)

Economics: Employment & Taxes

The Utopian World features a rich, vibrant economic system. The buildings on your land employ people to generate tax revenues for your province. In addition, your people power your buildings to provide non-financial benefits to your land. The currency of choice in Utopia is the gold coin, demoninated by either "gc" or "gc ", the dollar sign as you know it. Your coffers need be plentiful if you wish to grow your province over the long term. You have one primary source of money -- tax revenues. It will be important to ensure that your people have adequate work: all buildings employ 15 men or women each. With too much housing and too little work, many of your peasants will be unemployed and provide little or no tax revenues. However, with too many commercial buildings and too few peasants, your buildings cannot function at capacity either. A farm cannot grow food without farmers. A Hospital cannot save lives without doctors.

That's quite self-explanatory - see you have enough peasants to make money, and enough military to defend your land - and to attack!

Exploration

To gain additional lands for your province, you can send an exploration team to search out and claim new territory. These expeditions will require both money and soldiers. Unfortunately, as your empire grows larger and receives more notoriety, fewer of your men will be willing to go on these dangerous excursions, and the costs of finding new land rises sharply.

Once you have your new lands in place, you will be able to begin developing them into more useful territory. It is important to understand that your people are essential to exploration, as they settle the lands. Your people will not allow you to explore unless at least 50% of your land has already been put to use.

Explore for land as much as you can afford - approximately until you have 1000 acres, or even more - exploring becomes more expensive when you grow, and at some point, it will be more reasonable to attack and grab land.

Construction

Land alone is nice to have, but without buildings and infrastructure, it is of little use to anyone. You have a variety of buildings to choose to build, but remember this: You will need many people to make your province go, and you will need to provide these men with jobs to work. Only employed peasants will bring in the tax revenues that make your province go! Advisors within your Council will help provide you the information you need to keep your economy healthy. The Utopian World offers a variety of buildings and structures to place on your lands. Each of these has some inherent benefits which allow your province to grow or specialize. It is up to you to determine how best to fill your lands, as there is no perfect or ideal balance for growth.

Here we go - you will need a building strategy to be successful!

Don't build any buildings without a plan or strategy (we call that shopping-cart strategy), or you will be easy prey for other players.

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Game Basics How to attack Changes Fun Section Dictionary The Old Ages Strategy Forum Links