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Training & Battle

Once logged into the game the military overview and pertinent information is given by the left-hand menu choices: Military, War Room, Dragons, Politics, and Relations. This section of Utopianways will describe and explain how to use each.

Military

The Military screen lists the military options available, the current draft rate, and enables you to give orders as to the training of military units and thieves. Specifically, military options provide an overview of the current total population and the relative percentage of peasants, wizards, and military units. Here you will set your preferred draft rate and the pay rate for your military.

Once you have given orders as to what percentage of soldiers you wish to draft from the peasantry, you may specify at which rate you want the draft to take place: Reservist, Normal, Aggressive, or Emergency. The higher the need for troops, the higher the price to pay. Generally, you will pay forty percent less of the normal rate for reservist troops, double the normal rate for aggressive drafting, and five times the normal rate for emergency recruitment. You may also choose not to draft any soldiers at all.

Next comes military training. A summary of your existing military is given, divided by offensive and defensive specialists, elite units, and thieves. The designation of military units changes in relation to the race chosen. Detailed are also the troops still in training and the related training cost per unit. A maximum column helps you by indicating how many units you can train based on the gold coins available in your coffers. To train any specialized troops you must have available soldiers. You may have free training credits rewarded through some types of attacks you successfully carried out recently.

Lastly, you have the option to release troops if you feel that your military is too large or your economy cannot support it. Releasing troops is free. Specialist and Elite units, as well as thieves, will be demoted to soldiers. Soldiers can be released back to the peasantry. You may not release troops that are still in training. Releasing military causes your net worth to drop and may lower your battle capabilities, both in defense and offense.

War Room

The War Room is the heart and soul of Utopia. This is where you will give orders to your troops in an effort to expand your lands or seek glory in war. The War Room will tell you how many generals are awaiting orders, in other words are available to engage in battle.

Before you send your armies to battle, you should probably cast a Crystal Ball on the province you intend to attack and prompt your thieves to Spy on the Military of your chosen opponent. Armed with that essential information, you are now ready to direct your generals. You will select the kingdom and island number where your enemy resides, then select their province name. Once that is done, you will choose the attack type you wish to carry out. Keep in mind that Conquest attacks may be carried out against opponents within a specific net worth range if outside of hostile or war relations. Your generals will inform you if they deem this type of attack possible.

Based on the relation, distance from your lands, and the amount of barracks at your disposal, if any, you will be given an estimated return time for your military, successful or unsuccessful as it may be in its endeavor. If you are not concerned about how long your armies are going to be away from home, and you wish to gain as much as possible from their charge, you may choose to extend their engagement time.

Next, you will determine how many generals you wish to send to battle with your army. Each general will add an extra five percent to the attacking power of your army. Then you will decide which units will go into battle, how many horses, if any, you wish to send along, and whether or not you want to hire Mercenaries to add more muscle. While soldiers, offensive units, and elites do not require further pay to engage in battle, Mercenaries expect payment before they will join the army in battle. Make sure you have enough in your coffers to pay them. If you have built Dungeons, you may have captured prisoners in previous battles, which will fight with the army without additional pay. Generally, you can send one mercenary and/or prisoner per five loyal troops.

Make sure to review all of the above and double-check your math before sending armies into battle via Prepare Military. The general or generals sent with the army will report instantly about the outcome of the battle. You may rejoice at news of tough battles, crushing enemies, and other such cheerful descriptions of success, but be prepared to face failure. Sometimes even the bravest generals cannot overcome the strength and vigilance of an enemy. A summary of victory or defeat, military losses, resources gained, if any, and estimated return time will follow all attacks.

Dragons

The King or Queen of your kingdom may order the development of a Dragon to send to another kingdom. This Dragon will cause havoc to every province, reducing growth and hindering tax collection, frightening peasants, burning fields, destroying houses, lowering the number of draftees, and penalizing defensive and offensive capabilities, until it is slain by the receiving kingdom.

Because of the status of disarray a dragon causes, attacking a kingdom being ravaged by a dragon will result in ten percent higher gains. Should the receiving kingdom be unable to slain the dragon, it will die of exhaustion six months from the date it landed. Only one dragon can be created at a time and it requires much money from all provinces of the kingdom before it will set flight. If another dragon is sent against the same kingdom, the strength of the preceding dragon is added to the new dragon, up to one hundred percent.

The start of a dragon project will be reported in The Paper, and provinces will be able to donate any amount of money they wish to the development. The kingdom targeted by the dragon project will not know of such development unless it uses the Crystal Eye spell on the kingdom that started the project. The cost of a dragon is based on the total net worth of the receiving kingdom at the time of project start, which is then approximately multiplied by two. If a kingdom sends a dragon during war, it arrives at the enemy kingdom at full strength, or one-hundred percent. During hostile, no relations, or ceasefire, the dragon arrives with progressively less strength.

Defeating a dragon is no small deed. The kingdom will be beleaguered by the pandemonium caused by such a creature. Only soldiers will be brave enough to fight the dragon. It will take many soldiers to reduce its strength one percent at a time. To find the right number of soldiers to attack the dragon and chip away at its strength with minimal losses, divide your kingdom’s net worth by three thousand and add one. The resulting sum is the number of soldiers to send on each attack. To attack the dragon, go to the dragon page, and insert the number calculated above for the soldiers to send box. Sending too many soldiers will simply result in higher casualties.

Generally, a dragon slayer is appointed to deal with a dragon. This province volunteers for such role and will receive the soldiers his kingdom mates send him for attempting to slay the dragon.

Politics

The Politics screen provides you with the option to cast your vote for the province you believe should lead the kingdom as its King or Queen. While a province having over fifty percent of the kingdom's net worth gains automatic control of the Monarchy, it is a very rare occurrence.

This page will list who is the current Monarch of the kingdom and the minimum number of votes needed to retain the monarchy. A summary of the political standings of the kingdom follows, listing province names, their race, whether they have voted or not, the number of votes they have and how many votes they received, if any.

The number of votes any province may have is directly related to their honor ranking: the higher the honor, the higher the political power. Votes can be withdrawn or changed at any time. When a province is listed as not having cast a vote, it may indicate that the province has been inactive for longer than five utopian months, dead, or simply has no interest in being a team player. It is good practice to cast a vote to show activity, interest, and unity.

A strongly united kingdom is vital to long-term success in the utopian world. Deciding on and listening to your King or Queen is a significant step, and your vote is essential. A good King or Queen is not necessarily the best or most active player in the kingdom. It may be the one with the best diplomatic ability and the one most willing to put the kingdom's goals first.

Relations

Understanding the role of the kingdom and its relations is vital to its success in Utopia. Your kingdom is your alliance - without it, you are not expected to survive. Being a member of the kingdom means being aware of the various relations with other kingdoms. To keep track of relations with other kingdoms around the world, the Monarch has the power to set specific relations. These relations serve as a guidebook and can provide vast benefits during times of enmity.

At any time, you may view your kingdom's relations with other kingdoms through the Relations page. You can see another kingdom's relations with your kingdom through the Kingdom page.

The Relations screen will note whether your kingdom is at war with another or not. In case of war, all other relations are temporarily overridden. At war end, it may indicate that a war-ending ceasefire is in effect. Additionally, it may be noted whether the kingdom has proposed a Ceasefire with any other.

Following such notices, is a summary of relations with all other kingdoms in the utopian world.

 

 

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Menu choices: military, war room, dragons, politics, relations