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!
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
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.
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)