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Growth

The ultimate goal is to grow the province. This goal can be achieved by exploring, attacking, even using magic. Without population, a province is not going to survive very long.

Peasantry and Military Balance

The number of peasants available is limited by the acres at hand, the structures built to house them and the size of the military. Because peasantry is what allows a province to grow, by raising families and replenishing population, the military portion should be balanced and preferably smaller than the peasantry base. If the military is too small however, the lands will be exposed to attacks.

Economy and Income

Coffers need to be adequately filled to support the growth of your lands over the long term. The primary source of income is tax revenues. Consequently, it is important to ensure that peasants have enough work through employment provided by buildings. Unemployed peasants produce only one third of the tax revenue of employed peasants. Additionally, each prisoner captured in battle generates half a gold coin per day, and three prisoners fill one job.

Employment and Efficiency

Land alone is of very limited use unless built on it. Buildings employ peasants and employed peasants generate taxes. It is therefore important that you construct buildings on your land. Several buildings are to be chosen from, each with its own benefit. Except Homes, all buildings employ 15 peasants. If not properly staffed, buildings may not be 100% efficient and there are only two ways to improve efficiency: increasing the number of peasants and/or investing in tool science. Figuring out how to balance peasantry, military, and employment is one of the most important tasks.

Building Categories

As stated above, only employed peasants will bring in the tax revenues necessary to support the growth of a province. The Internal Affairs Advisors within the Council will provide information on the types of buildings constructed or available for construction, and on their efficiency. Building a very high number of a given building will result in lower effectiveness of the same. There are three categories of buildings: capacity buildings, flat rate buildings and percentage-based buildings.

Capacity buildings are not affected by efficiency: they simply create space. Homes, for example, provide extra room for peasants.

Flat Rate buildings produce a set amount of a specific resource. These buildings need full employment to be completely effective. An example is Towers, each of which creates a few runes.

Percentage-based buildings are the majority in Utopia. These buildings offer an effect based on the portion of land covered by them. For instance, having 10% of the land as Banks will increase income by a certain percentage. Similar to flat-rate buildings, these also need full employment to provide extensive effects. Furthermore, each extra building constructed will be less efficient.

Unless otherwise specified, these buildings have a maximum effect of 25 times their multiplying factor. With 100% building efficiency, this maximum is reached by dedicating 50% of the land to that building.

Available Buildings

There are 18 types of buildings and each has different effects on your province. Each built up acre of land houses 25 people, while barren lands house 15 people.

Homes Increase maximum population by 5
Employ no one
Farms Produce 70 bushels per day
Mills Decrease Building Costs by % × 4 (Max of 99%)
Reduce exploration gold expenses by % × 3
Banks Generate 35 gold coins per day
Increase income by % × 1
Training Grounds Increase Offensive Military Efficiency by % × 1.5
Armouries Decrease Military Training Costs by % × 1.5
Decrease Daily Wages by % × 1.5
Barracks Lower Attack Time by % × 1
Forts Increase Defensive Military Efficiency by % × 1
Guard Stations Decrease Resource Losses when attacked by % × 2
Hospitals % × 2 Daily Chance of curing the Plague
Decrease Military Losses by % × 4 (99% Max)
Guilds 2% Chance of Training a Wizard Daily
Towers Produce 10 Runes Per Day
Thieves' Dens Lower Losses in Thievery Operations by % × 4
Increase Thievery Effectiveness by % × 3
Watchtowers % × 2.5 Chance of Catching Enemy Thieves
% × 4 Chance of Identifying Enemy Thieves (99% Max)
Libraries Decrease Science Costs by % × 1.5
Protect % × 3 Books from Losses
Schools Produce 3 Science Points per Day
Stables Produce One Horse Per Day
(Max 75 Horses Per Stable)
Dungeons House 30 Prisoners of War

Construction and Raze

Buildings can be built in normal time or in accelerated time (for double the cost and/or using Free Building Credits). Each building takes up one acre of available land. The cost of construction grows proportionally to the size of the province. Cost and Speed may be affected by Mills, Race, Personality, and Magic. Buildings can also be razed when needed to make space for other types of structures. The cost of razing is proportional to province growth and cannot be lowered. The amount of buildings to be constructed or razed depends on the amount of money available in the coffers.

Internal Affairs Advisor

The Internal Affairs Advisor will display information related to construction. Changes in both employment and investment require time to shift building efficiency. This Advisor will list the net effects of each of the buildings, not including personality or racial bonuses. As mentioned, building extra amounts of some building types makes them less effective. The next 1% refers to the benefits of dedicating 1% more of the land to a particular building type.

Expanding a Province

To gain more land and expand a province the option exists to explore new acres. Both gold coins and basic soldiers are required to explore for land. The larger a province gets, the more soldiers and gold coins will be needed to explore for additional land. Soldiers will refuse to keep exploring if no employment opportunities are provided (at least 50% of the land needs to be built) for the peasantry on existing land.

Another way to expand a province is to attack for land in other kingdoms. Motivation plays a large role in combat, so attacking larger opponents with a similar net worth, will cause armies to fight harder and capture more land. Attacking weaker opponents translates into less motivation and energy and armies will capture less land, burn the fields, and gain very little or no honor. In addition, attacking provinces that have been already recently ravaged will result in minimal land gains. Upon successful attacks, some buildings may be left standing and can be refitted at no cost. During hostile or war relations, the chances to expand a province rapidly are higher.

 

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Building Tips

Once a Race, Personality, and Role (attacker or thief or mage) are chosen, it is important to structure the province's land to meet th needs of the specific role. Building a wide variety of structures may not be the best choice.

Did you know?

Some buildings, in combination with Race and Personality, may give a player a significant edge for the role he or she has chosen.