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

 

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

 

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

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
With their good income and better science, humans might be good attackers this round. The science and income bonus should be able to compensate for -5% max population, and good mystic science will help produce additional runes as well (and attackers don't need to cast so many spells anyway)
+30% Income
+25% Science Maximum

+50% Spell Costs
-5% Max Population
20% Failure on Spells

5/6 elite - gc 3500


Elves
The -1 General is a real drawback, but the cheaper military and reduced combat losses might make them a good race this age. +40% magic makes them naturally good mages, but if you play attacker, it means less space needed for guilds that can go into other buildings!

Self-spells are back, so it's a good thing to have some elves in the kingdom to help out especially humans and orcs when they are in need

+40% Magic Effectiveness
-35% Combat Losses
-30% Military Costs
-30% Training Time
Cast Self Spells
on Kingdom Members

-1 General

5/5 elite - gc 3500


Dwarves
Attackers race with great elites. If you play Dwarf, use the Shepherd personality to compensate for the +60% food consumption. Construction time bonus and birth rate bonus will allow you to grow fast in the start, and to absorb the +25% combat gains quickly

-40% Construction Time
+100% Birth Rate
-50% Military Maintenance
+25% Combat Gains

+60% Food Consumption
Cannot use Mercenaries

6/6 elite - gc 4000


Orcs
With 15% population bonus, you should be able to have enough defense finally, but be aware your thieves and mages will be more useless than ever! Elves might help here! 8/1 elites are finally back - this is still the aggressive attacker-race!

+15% Max Population
+10% Enemy Losses
Strong Massacre Attack

-50% Thievery Effectiveness
-50% Magic Effectiveness
+15% Combat Losses
-1 Happiness Level

8 /1 elite - gc 4000


Faeries
Access to all spells makes them the born Mage, and combined with the Rogue personality the ultimate thief/mage.

Well played, you can be an attacker as well - just leave your beastmasters at home and watch your defense!

Access to All Spells
+20% Magic Effectiveness
+15% Thievery Effectiveness
-15% Exploration Costs

-20% income
-35% Birth Rate

4/6 elite - gc 3250


Halflings
As usual - for hardcore thieves

+1 Happiness Level
+50% Thievery Effectiveness
-50% Construction Time
gc 300 thieves
Double production of Elites from Armouries

4/5 elite - gc 3500



Avians
Still a good race for attackers, if you play avian, use the attack time bonus and attack as often as possible - thus also using the elite training bonus

-25% Attack Time
+100% Elite Training
Immune to Enemy Forts

+10% military costs
Cannot use War Horses

6/4 elite - gc 2750


Undead
Nice attackers as long as your kingdom is constantly at war and has enough thieves/mages to do the dirty work for you!

No Food needed,
No Offensive Combat Losses
Spreads The Plague
Immune to The Plague
WAR: +10% Military Strength
Homes hold 35 people

- 25% Science Effectiveness
- 25% Science Maximum
+10% Military Maintenance
OUT OF WAR: -10% Attack Gains
Undeads only have access to basic spy-related thievery operations

6/5 elite - gc 3000


The Plague
The Undead are a unique race of creatures who carry a rare disease known in Utopia simply as The Plague. Each time an Undead 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
Merchants are the masters of money. Known for their intuition and expertise when dealing with cash, Merchants are able to turn gold into even more gold, as well as protect the gold they already have. Anyone with a desire for money should consider a background in Merchantry.

~5% monthly interest on gold in your coffers
Protection of 25% of your gold from theft and destruction
Immunity to all Income Penalties (Riots, Plagues, etc.)
Peasant Income does not drop due to low Happiness Levels

 

Good personality for inactives who dont log on so often, and goldfarms ....

The Shepherd
The Shepherd is an expert of the lands, with extensive experience in farming and hunting. Their ability to live off the land surrounding them helps your people generate food from all types of land. Having come from humble origins, Shepherds are also respected around the world for their accomplishments, and are often forgiven for their failures.

All lands generate 3 bushels of food per acre daily
50% Lower Honor losses
20% Lower Rune, Food, and Science Decay

Saves a big deal of necessary farm-land and some towers, good for attackers!

A Personality for dwarves, and other attackers

The Sage
The Sage has the wisdom of the ages. Understanding so much about life, the world, and history, the Sage can provide unique guidance in a world of different areas. Provinces led by Sages will find themselves more efficient in a wide array of tasks.

20% faster military training, building construction, exploring, and scientific research. Immune to the Plague.
+10% Gains when attacking the Undead

Lets you grow quicker and may give you a good start, and saves gold for tools sciences.

A Personality for a good start.

The Rogue
Widely considered to be evil to the core, the Rogue is a far more complex persona than many realize. Rogues have extensive experience in the arts of fraud, crime, and terror -- but in the Utopian World, this can be used for both good and evil. Rogues will find themselves having access to deadly thievery operations that others can simply never experience.

+1% stealth/hour
Access to all thievery operations, including three unique to Rogues (Assassinate Wizards, Torch Farms, Propaganda)
Enchanced version of Night Strike Op (kills specs and elites also)

Gives you deadly thievery operations in times of war.

A Personality for the professional thief!

The Mystic
A master of magic, the Mystic has experience with getting the most out of the world of sorcery. Being led by "one of their own" gives a province extraordinary abilities in the mystic arts.

+1% mana/hour
All Guilds are twice as effective

Useful for two types of players:
If you are a mage, it will make you even more powerful!
But can also be used as an attacker to compensate for poor magic abilities.

A Personality for the Mage, and for attackers who are tired of fizzling most of their spells.

The War Hero
A background in war and a legacy of heroism creates an aura of legitimacy around any leader. The War Hero gains enormous publicity for good deeds, and his or her people benefit greatly from the positive attention brought to their lands.

Double Bonuses from Honor
30% Higher Honor gains in combat

You may use this as an attacker - when you are not afraid of thieves taking your honor quicker than you can gain it.

A Personality for optimistic attackers.

The Warrior
Aggressive, ruthless, and cunning are all adjectives that come to mind when describing the Warrior. Leadership through military power is what being a Warrior is all about. Choosing this personality gives you the ability to hire more mercenaries to work for your kingdom far more cheaply than otherwise.

50% Cheaper Mercenaries
1 Mercenary per 4 loyal troops (normally 5)
Pay only 50% of normal military upkeep expenses

This Personality is only for a special playing style - IF you are using your gold to hire Mercenaries, instead of training troops, than this is for you.

A Personality for a special playing style.

The General
Unlike the above personalities, the General's focus is on the strategic side of war. Leadership is its own reward, and the General's cunning gives you the unique ability to conduct Conquest Attacks in War. The benefits of this attack are simple: failure can still yield positive results. Military tact is about far more than winning vs. losing for the General -- it is about gaining strategic advantage and taking bits and pieces of land.

Access to the Conquest Attack during HOSTILE relation
Conquest attack more powerful than that of other personalities
One additional General

The additional General gives an extra 5% offense power, and the Conquest Attack allows to attack larger provinces (for a limited amount of acres) in war only.

A Personality for the Attacker!

The Freak
How the Freaks come to power, no one knows. Freaks can be ruthless, headstrong, impressive, or foolish. The freak adds a great deal of chance to every attack you make. It includes the ability to succeed in otherwise impossible attacks or fail in fairly easy assaults. You never really know what will happen when choosing this background.

Large randomness in all attacks.

If you want to try your luck, you're a Freak, and can't be helped.

A Personality for gamblers (and for multis, i'm afraid, who will use it for gangbanging of larger provinces)

 

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