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Economy & Growth

Once logged into the game the growth and prosperity overview are accessible by the left-hand menu choices: Explore, Growth, Science, and The World. This section of Utopianways will describe and explain how to use each.

Explore

One way to grow in utopia is to explore for new land. Exploration will require soldiers, money, and time. The Exploration Advisor will tell you how many soldiers and gold coins are required to explore for a new acre of land. Unfortunately, as your province grows larger and receives more notoriety, fewer soldiers will be willing to go on these perilous expeditions, and the costs of finding new land will rise exponentially. The cost in gold coins may be lowered by building Mills. Alas, the only other methods of gaining land are through Traditional March, Conquest, and Ambush attacks or Paradise and Land Lust spells.

Once new land has been found and claimed, you will be able to build on it. It is important to understand that soldiers and peasants are essential to exploration, as they seek out and settle the lands. Exploring new land will be impossible if at least half the land is not built upon first.

Each kingdom is only given a certain amount of acres to explore per utopian month. The number increases every utopian day, and decreases when any province in the kingdom sends out expeditions, or when your kingdom loses acres during war. Conversely, attacks during War capture added land from the opposing kingdom's exploration pool.

The Exploration Advisor will indicate how many acres you may be able to claim with the available number of soldiers and gold coins in your coffers. Keep in mind that as new lands are discovered and settled, the need for defense from incursions increases. You should try to find balance and not expand beyond what you can defend.

Growth

The Growth screen is among the most important for the expansion, structure, and well-being of a province. The Construction Advisor will estimate completion time and construction cost of new buildings. It will tell how many acres currently comprise your province and how many buildings are already operating on the land. You will be informed on how many structures may be added to barren land and at what cost. In times of need, or to speed up the expansion of the province, Accelerated Construction may be ordered at double the normal cost. Such cost may be influenced by the existence of Mills. Depending on how careful your armies were during invasion charges in enemy lands, several buildings may have been left standing and your carpenters and masons will wave their fees by using Free Building Credits.

The Construction Advisor will provide an assessment of each of the structures existing on your lands and how many are currently under construction. Here you will order the creation of new buildings.

Buildings employ peasants and employed peasants generate taxes, which are the primary source of income of a province. Unemployed peasants produce one third of the tax revenue of those employed. If not adequately run, buildings may not function at one hundred percent efficiency. Should effectiveness decrease, one of two steps may be taken. One is to increase the number of peasants, as they will meet employment needs. Another is to invest in Tools science books to improve the quality of work performed. Both steps take time but may increase building efficiency well beyond standard.

All buildings have different effects, based on one of three categories. The first category defines buildings by capacity: such buildings are Homes, Stables, and Dungeons. Buildings in this category simply create space to hold peasants, horses, and prisoners. They are not affected by efficiency. The second category defines buildings as flat-rate producing structures, such as Farms, Towers, and Schools. These buildings produce a set amount of resources and require full employment to yield the set amounts. The third, and last category, defines buildings that provide an effect based on the percentage of land they are built upon. Buildings in this category are Mills, Banks, Training Grounds, Armories, Barracks, Forts, Guard Stations, Hospitals, Guilds, Thieves’ Dens, Watchtowers, and Libraries. These buildings require full employment as well to provide extensive effects.

Every now and then, you may realize that too many buildings of a kind have been built, and you may decide that the land could be better used in a different way. Destruction of buildings comes at a cost, and as the province expands, so will this cost rise. The Demolition Advisor, accessible through Raze Buildings, will indicate the maximum amount of buildings you may direct it to destroy based on the gold coins available in your coffers.

Science

The Science screen reports on the status of education of your people in seven separate fields of knowledge: Alchemy, Tools, Housing, Food, Military, Crime, and Channeling. Researching these fields is of the essence to make your people stronger, smarter, and more efficient, allowing a province to be more enduring without growing in size.

The primary method to gain knowledge is to invest gold coins in the production of science books. Furthermore, the construction of Schools may generate innate knowledge, and your scholars may take advantage of science books stolen from others during Learn attacks.

Your Instruction Advisor will indicate how many science books Schools, if any were built, have developed since your last inquiry. These general science books may be allocated to any of the seven fields of knowledge. The Advisor will also enumerate the science books available for purchase with the gold coins on hand. As time passes and your province grows, science books will be cheaper to acquire, but their cost can be lowered further by the construction of Libraries, which in turn will protect them to some extent from being lost during enemy Learn attacks.

The Advisor will report on the amount of science books you own for each field of knowledge, their effects, if any, on income, building effectiveness, population limits, food production, combat gains, thievery and magic effectiveness, and rune production. This Advisor will indicate whether you are researching new books in any of the fields, and will receive your orders for further development.

The World

You and your kingdom are not alone in the utopian world. Driven by curiosity, you may inquire with the Utopian Lords about how many rulers journey through this world. The utopian lords will provide a summary of races and personalities, as well as their combined and total numbers.

Occasionally you may want to keep an eye on how your kingdom stacks against others on the same island or even in the world by power, size, and honor. You may satisfy your curiosity even further by finding out the most powerful, largest, and honorable provinces on your island and in the world. Such standings are updated every six utopian days by the Utopian Lords.

Scouting the world may aid also in the quest for expansion of your kingdom, as similarly powerful enemies will be revealed and may prompt your kingdom to engage them in fair battle.

If individual comparisons are what you are interested in, you may make inquiries about how each race affects the world by power, land, and honor. Finally, you may find out which province is overall the most powerful, largest, or has the highest title of nobility in the utopian world.

For any kingdom, a high standing in any or all three categories, is the ultimate goal and affirms its unity and knowledge.

 

 

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Menu choices: explore, growth, science, the world