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Kingdom Relations

Understanding the status of the kingdom and its relations is vital to be successful in the utopian world. One's kingdom is the focus and without it, one's survival is uncertain. However, if a province works with the kingdom, the possibilities are endless. The King or Queen has the ability to set specific relations with some of the other kingdoms in this world. It is important to keep informed of diplomatic efforts, as ignorance can only lead to solitary confinement.

Stances allow a kingdom to set a public persona - with particular bonuses and drawbacks for any given stance. This is managed by the Kingdom Monarch and new players do not need to concern themselves with this selection – they should follow the leadership of the kingdom to simplify this area.

Relations between kingdoms are managed by the kingdom's elected Monarch. Kingdom relations will affect the spells, operations, and interactions available between any pair of kingdoms.

Stances

Four stances can be set: None, Peaceful, Fortified, and Aggressive. Each stance has bonuses and drawbacks. Furthermore, Stances cannot be set during beginning of age protection, and are inoperative during War Relations.

None

This is the default status for a kingdom and has no bonuses or drawbacks. This stance does not reveal the nature of the kingdom.

Peaceful

This stance is geared towards exploration and denotes the kingdom's unwillingness to engage in conflict. The Peaceful stance provides the following bonuses and drawbacks: +25% Defense against enemy spells and operations, 30% Higher Birth Rates, 15% Lower Attack Gains, and -15% Ability to cast spells and operations against enemies.

Fortified

This stance is useful for post-war recovery and in all instances where the kingdom may need additional time to be ready for combat. The Fortified stance provides the following bonuses and drawbacks: 20% Lower Construction Time, 10% Higher Defense, 15% Lower Offensive Strength, and 15% Longer Attack Times.

Aggressive

This stance indicates that the kingdom is ready to engage in battle and is looking for worthy opponents. The Aggressive stance provides the following bonuses and drawbacks: 25% Lower Combat Losses, 5% Lower Building Efficiency, and double-speed relation escalation.

Relations

There are five possible relation types: None, Ceasefire, Unfriendly, Hostile, and War. Stances are inconsequential during War Relations.

None

The default status with most kingdoms, this simply means that the kingdom has no particular relationship with the target kingdom.

Ceasefire

A ceasefire is a relation that is proposed by the Monarch of one kingdom and agreed to by the Monarch of the recipient kingdom. Once in place, any preceding hostilities between the kingdoms are cancelled, and neither side may carry out attacks, spells, or operations on the other. A ceasefire can be cancelled by either Monarch at any time. This type of status is a reciprocal relationship and kingdoms may propose one ceasefire at a time. A kingdom may have numerous ceasefire agreements.

Unfriendly

By attacking a kingdom a number of times, the status will change to Unfriendly. When an opponent is Unfriendly with one’s kingdom, access to additional spells and operations against one another is granted. There is no material change in the relationship, but additional attacks may lead to Hostility. These relations will naturally fade back to none if no further actions are taken.

Hostile

A great number of attacks on an opposing kingdom will result in Hostile relations. Once a kingdom reaches this status, each side gets distinctive benefits. The aggressor kingdom will have wider access to Conquest, while the recipient kingdom will have one-tenth higher combat gains, in addition to wider access to Conquest. If both kingdoms reach mutual Hostile relations with each other, then both sides will get all bonuses mentioned above.

War

Once a kingdom faces Hostile relations from another kingdom, it earns the right to go to War, provided it reaches the Unfriendly stage itself. In the case of mutual Hostile relations, the kingdom less hostile has the right to escalate the conflict to War only through declaration. Once declared, War will begin within 24 hours. War allows two kingdoms to engage in combat with less interference from the outside world, and is the primary source of honor. Any kingdom can only be in one War at a time, and all other diplomatic relations are considered inactive as long as War continues.

A temporary War Forum will be created in which members of both kingdoms can interact in a single forum. Monarchs and Pages from each kingdom will have the ability to moderate the forums, and it is expected that provinces interact courteously, or the Utopian Lords may take suitable punishing actions.

During War, attacking provinces may take advantage of -15% attack time, -25% military training time, -25% military losses from combat, and no distance penalties between islands. Due to the unsettling nature of War, provinces will produce 10% less income, produce half as much science at double the cost, pay double for exploration, and will be barred access to the Paradise spell.

All attacks capture added land from the opposing kingdom’s exploration pool and generate new honor. Additional Spells and Thievery operations are available. While at War, provinces will face -75% gains and effectiveness for operations to and from other kingdoms. War will last a minimum of two utopian months, and for each of those months provinces on both sides will lose 1% Honor.

War-ending Options

War can only be brought to an end through diplomatic resolution by the Monarchs of the kingdoms. War can be ended in two ways: mutual peace or withdrawal. Once any of these scenarios takes effect, the kingdoms will enter a 24-hour ceasefire, where neither side can carry out actions against the other. Nonetheless, both kingdoms will remain in War relations during this time, continuing the protection from external interference while the war concludes and each kingdom rebuilds.

Mutual Peace

This decision requires approval by both Monarchs and settles the war with no winner. This is an outstanding alternative when both kingdoms lose interest in the war or find it more advantageous to move on.

Withdrawal

Once the minimum time of two utopian months has passed, either kingdom may unilaterally withdraw from War: an acknowledgment that triumph is not forthcoming. Withdrawal will cost the losing kingdom three-tenth of their total honor, distributed evenly between the provinces of the winning kingdom. A withdrawal can only take place if the declaring kingdom has not committed any attacks during the preceding two utopian days.

 

 

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Be reasonable

A war is a shattering event. While it may allow well-organized kingdoms to grow rapidly, for less organized kingdoms it may mean an ongoing slaughter with very difficult recovery. As Monarchs are empowered to make war-ending decisions, they should be fair and reasonable. Insisting on an adversary's withdrawal, or prolonging a war for a long time, is an example of waste of time and resources.

Did you know?

The kingdom page lists the number of wars fought by the kingdom, the wars won and the average size of the kingdoms engaged.