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Home : Military & TrainingTo survive in Utopia, a strong and manageable military is recommended. If the military is too large, the province will suffer from a weak economy. On the other hand, if the military is too small, the province is exposed to enemies attempting to take the land. n Utopia, military strength is referred to by defensive points and offensive points per acre: in other words, how many units defend each acre of land owned and how many units can be sent to expand the province. As growth progresses, the need for a balanced army is imperative. Military efficiency measures how an army will fight and depends on several factors: size, magic, dragons, and more. Soldier DraftThe first step in creating an army is to draft soldiers: to do so, a percentage of the population must become part of the military forces. The choice is between four draft types and rates: reservist, normal, aggressive and emergency - each progressively more expensive. For example, a 30% draft rate will train three of every 10 peasants into the army. A faster draft type will draft more soldiers per day but may result in less effective troops. The money necessary to draft soldiers will be taken out of the coffers. If the coffers are empty, only soldiers afforded with daily income will be drafted. As a larger portion of the peasantry is drafted, costs will rise and military efficiency will drop. Finding a balance between peasantry and army is essential to maintain a healthy economy and full efficiency. Military Units and WagesThe military can include four different units: soldiers, offensive specialists, defensive specialists, and elites. Soldiers are relatively cheap to come by but are weak. Specialists are fighters that are more powerful but can be trained only to either attack or defend. These more advanced forces require daily wages. However, specialists make a stronger army without consuming a large portion of your population. Elite units provide more flexibility and special benefits, but cost far more to train and maintain.
* Elite values & costs vary by race Each day, the military must be paid wages. This money is used for training and other purposes, therefore raising military pay eventually will increase military strength. The military can be paid from 50% to 200% of its normal daily wages (for example, between 0.75 gc and 3 gc for specialists, see table above). The military's pay, combined with its size and other factors, such as spells and buildings, determines its overall combating effectiveness. For example, a 10-soldier army with 110% effectiveness will fight as though it were 11 soldiers. As the army grows, its effectiveness may drop - this is the effect of training lesser quality troops. Support BuildingsTraining costs and Wages can be lowered by building Armouries. Training Grounds will increase offensive military efficiency, while Forts will increase defensive military efficiency. Guard Stations will reduce resource losses in defense, while Barracks lower attack times. Hospitals will decrease military losses significantly, in defensive and offensive combat. Additionally, Traditional Marches will generate free Specialist Training Credits, which can be used to train free Specialists. War HorsesWar Horses provide extra military benefit. When sent with the army to battle, they increase battle strength. Each military unit sent can be given a horse, and each horse offers an additional point of offensive strength. Mercenaries & PrisonersIn addition to regular troops, mercenaries may be hired to help invade an adversary. Mercenaries serve for a single attack and expect to be paid with a sufficient amount of gold coins. If the Warrior personality has been chosen, Mercenaries will be willing to fight at half the regular price. Mercenaries fight each with the power of three soldiers. By constructing Dungeons, a province may hold Prisoners captured in battle, which will in turn fight as free mercenaries in future battles with the same offensive power as Mercenaries. The amount of Mercenaries and/or Prisoners that can be sent with an army is limited to one per five regular troops, and - for Mercenaries - depends on the amount of gold coins available. Generals and ArmiesProvinces retain a military leadership of five generals, with slight variations due to race. One general remains at home permanently to lead the defense. The remaining generals may be sent to battle whenever, and they stay with the military during combat. With no general left at home, no additional forces can be sent into combat. In any attack, additional generals may be sent, providing further strategic options and resulting in 5% added military effectiveness for each general sent. Releasing MilitaryIf the military is too large, troops can be resettled into peasants at any time, at no cost. If the economy cannot support a large military, releasing troops will increase the number of peasants to work the lands and produce income. Military AdvisorThe Military Advisor will provide information as to the military effectiveness determined by the size and wage rate of the armed forces. Higher wages can increase productivity. Conversely, a larger military may lead to lower quality recruits. Any changes to the military structure and pay will take time to alter its efficiency rate. The Military Advisor will display the approximate amount of population allocated to the military, as well as the wage rate chosen, and the military’s defensive and offensive efficiency.
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![]() Military and MagicReview the list of available spells for each race: some spells may aid significantly in defense and offense - some others may cause your military to train faster and return quickly from battle. |
Did you know?Except for very few races, it is good practice to take full advantage of Elite units for both attackers and other roles. |