Trevor's Utopia Guide - Information Window


This window has information on just about every detail in Utopia. Move your mouse over anything and you'll receive a full description in this frame. Everything is also in alphabetical order, so you can sort through by title to find what you are looking for.

IF THIS FRAME DOES NOT CHANGE WHEN YOU MOVE YOUR MOUSE OVER THINGS, PLEASE HIT 'RELOAD' AND WAIT FOR THE ENTIRE PAGE TO LOAD BEFORE MOVING YOUR MOUSE.














Trevor
I have played Utopia since the first age. I am just a regular player who knows HTML and decided to make something that could help people play. I am not an extremely talented player or in any alliances or superkingdoms. I only play on the Genesis server, because I feel that alliances have made the battlefields and world of legends less fun to play on.
Please send me any question, comment, praise, or suggestion you have. Please do not send me requests for strategies. Ask your monarch or check in the Utopia Strategy forums, or any of the other Utopia strategy sites out there, such as Utopia Temple.
If you are interested in making a guide of your own, I would ask that you not directly copy code unless you have contacted me on ICQ/MSN/AIM, and we have discussed it. I am perfectly happy with other people making their own guides, but if you copy stuff from my guide, please just tell me so.
This guide is meant as a reference to Utopia players. By using this site, you acknowledge that you will not hold me responsible for any problems that arise from this web page, or anything else. Some of the HTML and a few images were borrowed from Utopia, without Mehul's permission. Thanks Swirve. This site is constantly updated, and uses lots of server-side scripting, so I do not recommend hosting your own version of this site or else you may misinform viewers or not have up-to-date information. Remember, this site is free, so if you are mad with me for anything, just stop visiting.
ICQ: 53843338 || MSN: datrevsta@excite.com || AOL/AIM: trevdak













Lightstorm
Lightstorm has been a pal of mine for several ages through Utopia. He did a large portion of the writing for this guide. At this moment he has not made his contact info available.














Farsy
Farsy's been around a while, since almost the time Utopia was first introduced on the web in fact. She joined Utopia in either age 2 or 3, and has been playing for at least 3 years, if not longer, as she swears it all melds together after a while. She LOVES to play any role playing game, from D&D, to computer games, to console games, to White Wolf Produced games. Her collection of books is staggering (enough to break one bookshelf, and is in the process of breaking yet another! wee!). She can be contacted a various number of ways. Her handle on AOL Messenger is Farsy Longshire, on ICQ it's Goddess of Chaos (1006165) though she rarely is on there, or through email at either Farfield_01@yahoo.com or rpglover@essex1.com. She welcomes any and all emails, even if it's just to say hi!













Beckham
Beckham is yet another friend of mine, one of the most enthusiastic young Utopian players I know. He is from Singapore.













Belldandy
"Real life intro: A creative/technical writer, accomplished in the art of the pen. Writes poetry, stories, guides, manuals, editorials, articles and business documents for accounting, information technology, arts, games and flora.

Fantasy intro: Priestess of the phoenix, Queen of a kingdom, teacher in Utopia education circles, devout follower of nature, Utopia resident for 10 ages, cleric and demi-goddess for Mielikki, Ruler of Goldenlysun, Legendra and the Sakura clan in Rokugan, Oriental Adventures."













Muaddib
"Muaddib is a 5 year long Utopia player, referred to as an Elite player and considered one of the leading authorities on Utopian strategies. He had had many accomplishments in his 5 years: leading an alliance which at its height had 170 kingdoms, grown into top ranks time and time again, and more. He is located on UtopiaTemple's Hall of Fame, has trained many top 50 kingdoms. Has his own website for newbies at
www.utopiatemple.com/muaddib."













LittleBro
" I joined Utopia about age 6 and joined AA the age after, been playing Utopia on and off since then. A few ages after I joined AA I became the first jester in AA. As for real life I'm going to go to college and major in screenwriting. I'm really into medieval fantasy type stuff, so my scripts are going to be like that, medieval fantasy I mean."
LittleBro's ICQ number is 67363017













Late
"I joined the fascinating world of Utopia in age 7, took a break for 2 or 3 ages a few years back, and ever since I came back about 2 years ago I've stayed in the same kd and over the years we've gotten more and more people that stayed and most of us have now become great friends.
And now, I wouldn't trade my kingdom or my friends I've made in Utopia for anything."













Talen
"Talen has been playing Utopia for several ages now and is juz a guy living in singapore currently feel free to contact him on msn @ ignatiustan65@hotmail.com or on icq at 342542556 for anything"













Acres
Acres are the unit of measurement of land. One unbuilt acre houses 15 population units. One built acre houses 25. Population units may be peasants, troops, thieves, or wizards. These numbers vary depending on your race, sciences, and honor. If your acres reach 0, you die (though you can come back to life the same kingdom provided you weren't attacked by your own kingdom more than 4 times), so it is necessary to keep a high dpa (defense points per acre) to defend and keep your land. When building, you should use a build strategy, so that you get the most from you land. A little bit of each building does nothing. You can build your land by clicking "Growth" in the side menu.













Army
Your army is your total of soldiers, elites, defensive specialists, and offensive specialists.













Attacks >> Traditional March
Traditional March (abbr: tm) is the most common attack in Utopia. It is used by attackers to gain land, free building credits, and honor. Traditional March can help you gain up to approximately 17.5% of your current land per attack. The most land anyone can lose when someone uses a Traditional March on them is approximately 15.8% of their land. In order to be guaranteed success with a Traditional March, it is recommended that you use an attack calculator.
Traditional March is the most effective attack for moving the war meter, and for making your province grow. Before attack time modifiers, Traditional March takes 16 hours on-island (14 in-kingdom), and up to 22 hours for the furthest island away. The minimum gain for this attack is 20 acres intra-kingdom (only 4 of those acres go to your province, the rest are destroyed), 0 otherwise.













Attacks >> Raze
Raze, like massacre, is used only to cause damage to an enemy, and gains nothing for the attacker. Up to approximately 20% of the target province's land is destroyed. In order to be guaranteed success with a Raze, it is recommended that you use an attack calculator. Before attack time modifiers, Raze takes 18 hours on-island (16 in-kingdom), and up to 24 hours for the furthest island away. Traditional March is the most effective attack to move the war meter. The minimum damage for this attack is 14 acres, 18 intra-kingdom. Your army receives a 110% offense bonus (Offense points are multiplied by 1.1) when using the raze attack.
Because a razing province does not move the war meter as much as one who does Traditional March, it is only recommended that you use raze when you either need to do severe damage to a province (not just a retaliation... you have to need to kill the province to use raze), or you are taking out a large inactive kingdommate. It is not recommended that you use raze without talking to an experienced kingdommate (such as your monarch).













Attacks >> Plunder
Plunder can be useful when you find a province that has an enormous amount of gold, food, and runes. Up to around 40% of a province's resources can be taken. In order to be guaranteed success with a plunder, it is recommended that you use an attack calculator. Before attack time modifiers, Plunder takes 15 hours on-island, and up to 21 hours for the furthest island away. You can not plunder kingdommates.
Plunder does not move the war meter at all, but can move the hostile meter. Your army does not receive any offensive bonus when doing a Plunder attack. A plunder is only useful when you find a province has an extremely high amount of resources. Otherwise, you should stick to other types of attacks. It is not recommended that you use plunder without talking to an experienced kingdommate (such as your monarch).













Attacks >> Learn
Learn can be useful when you find a province that has completed what is called a 'Science Pump'. Learn steals a percentage of the target province's science points, keeping in the same category they were in before being stolen. In order to be guaranteed success with a learn attack, it is recommended that you use an attack calculator. Before attack time modifiers, Learn takes 15 hours on-island, and up to 21 hours for the furthest island away.
Learn does not move the war meter at all, but can move the hostile meter. Your army does not receive any offensive bonus when doing a learn attack. Learn is only useful when you find a province has an extremely high amount of sciences. Otherwise, you should stick to Traditional March. It is not recommended that you use Learn without talking to an experienced kingdommate (such as your monarch). You cannot use the learn attack on kingdommates.














Attacks >> Massacre
Massacre, like raze, is only useful if you need to damage an enemy. With Massacre, you can kill a large percentage of an opponent's peasants, wizards, and thieves. In order to be guaranteed success with a Massacre, it is recommended that you use an attack calculator. Before attack time modifiers, Massacre takes 15 hours on-island, and up to 21 hours for the furthest island away.
Massacre does not move the war meter at all, but can move the hostile meter. Your army does not receive any offensive bonus when doing a Massacre attack. You should use massacre only in hostile or war, when an enemy thief/mage is, or may soon be, making life very hard for your kingdommates. It is not recommended that you use Massacre without talking to an experienced kingdommate (such as your monarch). You cannot use the Massacre attack on kingdommates.














Attacks >> Conquest
Conquest is very similar to Traditional March. It captures land and free building credits from opponents, but no honor. The only other difference is that a conquest can succeed even if the attacker sends only around 50% as much offense as his target has defense. The flipside of this is that gains are directly proportional to offense sent. If an attacker sends the minimum offense required to conquest a province, gains will only be a few acres. Traditional March will almost always gain more, and it is recommended that you use Traditional March instead. Before attack time modifiers, Conquest takes 16 hours on-island, and up to 22 hours for the furthest island away.
Conquest moves both the hostile and war meters. Outside of war, attackers can only Conquest people who have between 95% and 105% of their land. You can Conquest anyone with whom you have hostile or war relations. Most of the time a Conquest attack will show up as a failed attack in your history, even if you gain land. It is not recommended that you use Conquest without talking to an experienced kingdommate (such as your monarch). You cannot use the Conquest attack on kingdommates.













Attacks >> Ambush
You may only use ambush to capture back land from opponents who have recently made a successful attack on you. The provinces defending from an ambush do so with the offensive specialists, soldiers, and elites that they attacked with. The offensse that was sent by the person who did the first attack is what defends from the ambush. Ambush, if successful, captures 50% of the land that was lost. Only the province that was attacked may ambush an attacker. An ambush attack may also be ambushed. Before attack time modifiers, Ambush takes 13 hours on-island, and up to 19 hours for the furthest island away.
Ambush does move both the hostile and war meters. It is not recommended that you use ambush without talking to an experienced kingdommate (such as your monarch). You cannot use the Ambush attack on kingdommates. War Spoils and Anonymity protect from these attacks. Attack strength is based solely on the offensive values of the troops sent. Offense modifiers such as barracks will have no effect on the outcome of an ambush. One the other hand, when defending from an ambush, one's military will only fight at 80% of regular strength (Defense points are multiplied by 0.8. You may only ambush a province once for every time they attack you, and only while the army for that attack is out.













Barren Land
Nearly all of the land you start out with is barren. You gain barren acres through exploring, attacking, casting land lust, or paradise. Barren land houses 15 units, but does not employ any peasants. It produces 2 bushels of food every Utopian day. When you are attacked, the first land you lose is your barren land, so during war some provinces leave land barren on purpose, instead of wasting money building land they will soon lose. You can build on your barren acres in the 'Growth' section on the left. If you raze some buildings or lose some land to tornados/torch farms/burn forts/arson, you will still have that land in the form of barren land and will need to build on it again. It is strongly recommended that you build your land before exploring or training troops, because the success of a province is largely dependant on the buildings that have been built. DO NOT BUILD A LITTLE BIT OF EVERY BUILDING. EVER.













Base Income
Your base income is the money you make before having to pay expenses, which include maintaining your military, building efficiency and drafting soldiers. Base income comes from employed peasants and banks. Factors that affect base income are race, sciences, honor, monarchy, personality, banks, storms, and riots. You can also gain income from plunder attacks, rob the vaults thief operations, your 12 and 20 hour away bonuses, the tree of gold spell, or the free income bonus you can redeem at the top of the screen. The last two, tree of gold and the free income bonus, are based directly on your base income.













Behead this Advisor
Mehul threw this in to be funny. It really doesn't do anything. Click it for fun, if you want.













Block Incoming Aid
If someone were to receive aid, their trade surplus will shrink and their trade deficit will grow larger, unless the recipient is in protection or has been attacked excessively and received protection from those excessive attacks. If someone's trade deficit gets too low there could be a tax put on future aid shipments to the province. Because of this, a province can block all incoming aid and not need to worry about receiving unwanted aid. To block aid, click 'Aid' on the menu bar, then scroll down to the bottom, and click 'Block Incoming Aid'.













Buildings
Your buildings are all of your completely built acres. Buildings other than homes provide 15 jobs and house 25 peasants, military units, wizards, and thieves. Homes house 30 people, and provide 0 jobs. Having more buildings other than homes raises employment or available jobs and lowers unemployment or filled jobs. Buildings in progress do not provide employment, though they do house 25 peasants. One building in progress or completed building adds 40 gc to your networth, in addition to networth for each acre.













Building Efficiency - Contributed by QuantumChaos
The structures we construct throughout our lands may or may not function at full capacity, depending on unfilled jobs. People must work in the buildings to realize their full utility. For 100% building efficiency (abbr: BE), buildings must employ 15, so if there are fewer than 15 peasants per building, building efficiency will go down. Dwarves receive a 20 bonus to their building efficiency. Building efficiency changes slowly, so if there is a drastic change in your amount of available jobs or peasants, it will take up to a week for the change to completely effect your building efficiency.
Some buildings affect percentages. These buildings have a dimishing effect as you build more. The highest effect you can get from a building that affects percentages is when you build half of your land into that building.













Buildings >> Homes
Homes are useful for boosting your maximum population. All buildings other than houses can hold 25 peasants/military units, and unbuilt land holds 15. Homes increase your population by housing 30 population units instead of 25. A larger population means higher income and military strength. Homes are useful for T/M's as well as attackers, but not necessary. Homes are NOT affected by building efficiency. Homes employ 0 peasants.
Factors that affect population are race, sciences, personalities and honor.













Buildings >> Farms
Farms provide food, in the form of bushels. All races except for undead require food. Unless you are undead, disregarding bonuses, 8-12% of your land should be required to prevent your peasants from starving. The "Torch Farms" thievery operation can destroy farms. It is a smart idea to keep around 50,000 bushels to provide a buffer to prevent your peasants from starving should something happen to your province.
Farms produce 70 bushels per Utopian day. Effectiveness is not based on percentage, but on quantity. The spell "Fertile Lands", "Food" science, monarchy, drought, and dragons all affect food output. Additional sources of food are through the shepherd personality, thievery (rob granaries), pillaging, aid, monarchy, and barren land (two bushels per Utopian day per acre). If you had 100 Farms on 1000 acres (10%), they would produce 7000 bushels per Utopian day. If you had 100 Farms on 5000 acres (2%), they would produce 7000 bushels per Utopian day. Output depends on your number of farms, not the percentage of land that they take up.













Buildings >> Mills
In addition to reducing the cost of your buildings, Mills reduce the gold needed to explore acreage. Though useful, Mills are omitted from many building strategies for better alternatives, such as banks. Mills are most useful for explorers. Attackers get free building credits and don't explore, so the bonus from mills does less to help with their strategy.
Mills decrease building costs by (%-(%^2)/100) * 4, with a maximum effect of 99%, and decrease gold exploring costs by (%-(%^2)/100) * 3, with a maximum effect of 75%. If you had 100 Mills on 1000 acres (10%), they would decrease building costs by 36% and decrease gold exploring costs by 27%. If you had 230 Mills on 1000 acres (23%), they would decrease building costs by 70.8% and decrease gold exploring costs by 53.1%. The effectiveness of mills is affected by building efficiency, but race bonuses can provide similar benefits.













Buildings >> Banks - Contributed by QuantumChaos
Money is what makes your province work. You get money in the form of gc. Money will train your troops, build your buildings, pay your draft expenses, buy your sciences, hire your mercenaries, fund a dragon, and quiet your newbie kingdommates. Banks provide a direct bonus to your province's income (before expenses). Strategies of all kinds make use of Banks, and few successful provinces are without them. Both attackers and explorers build banks.
Banks generate 30 gc per Utopian day, and increase your income by (%-(%^2)/100) * 1, with a maximum effect of 25%. If you had 100 Banks on 1000 acres (10%), they would generate 3000 gc per Utopian day and increase your income by 9%. If you had 230 Banks on 1000 acres (23%), they would generate 6900 gc per Utopian day and increase your income by 17.7%. The effectiveness of banks is based on building efficiency, but you can also increase your income with races, personalities, monarchy, income science (alchemy), the Tree of Gold spell, more employed peasants, and honor. Having riots or a dragon can decrease your income.













Buildings >> Training Grounds
Training Grounds (abbr: TG) decrease the amount of maintenance paid for maintaining troops. Their effect is very little when expenses are small, so they should not be built until your province has many elites and is sacrificing a large part of it's income to expenses.
Training Grounds decrease military maintenance costs by (%-(%^2)/100) * 4, with a maximum effect of 99%. If you had 100 Training Grounds on 1000 acres (10%), they would decrease military maintenance costs by 36%. If you had 230 Training Grounds on 1000 acres (23%), they would decrease military maintenance costs by 70.8%. The effectiveness of Training Grounds is affected by building efficiency, and the Inspire Army spell can provide similar benefits.













Buildings >> Armouries
Armouries are more useful for attackers than explorers. They reduce troop training costs significantly. When a major part of your money is going into training troops, armouries may be a wise choice. Maximizing armouries will provide a much better benefit than only a few armouries.
Armouries decrease specialist and elite training costs by (%-(%^2)/100) * 3, with a maximum effect of 75%. If you had 100 Armouries on 1000 acres (10%), they would decrease specialist and elite training costs by 27%. If you had 230 Armouries on 1000 acres (23%), they would decrease specialist and elite training costs by 53.1%. The effectiveness of armouries is affected by building efficiency.













Buildings >> Barracks
Considered crucial to any Attacking Strategy, Barracks provide two important benefits. First, they grant an overall offensive bonus, allowing smaller provinces to make more lucrative hits. Second, by reducing the amount of time troops are away on an attack, barracks can get one's elites home sooner and make more frequent attacks possible. Combined, these advantages make it common to see up to 30% Barracks in an attacking strategy, while other strategies make use of them to varying degrees.
Barracks reduce attack time by (%-(%^2)/100) * 1.5, with a maximum effect of 37.5%, and increase offensive military efficiency by (%-(%^2)/100) * 1, with a maximum effect of 25%. If you had 100 Barracks on 1000 acres (10%), they would reduce attack time by 13.5% (rounded down to the nearest hour) and increase offensive military efficiency by 9%. If you had 334 Barracks on 1000 acres (33%), they would reduce attack time by 33.4% (rounded down to the nearest hour) and increase offensive military efficiency by 22.2%. The effectiveness of barracks is affected by efficiency and relative island distance, but race/personality bonuses, fanaticism, quick feet, aggression, honor, and generals, can provide similar benefits. Dragons can lower attack strength.













Buildings >> Forts
Forts are useful for both attackers and explorers. The loss reduction is useful to those that see frequent attacks, as many of the more offensive provinces are likely to, and a flat defense bonus is never a bad thing.
Forts decrease resource losses when Traditional Marched, Razed, Conquested, Plundered, Learned, or Massacred by (%-(%^2)/100) * 1.5, with a maximum effect of 37.5%, and increase defense by % * 0.5, with a maximum effect of 12.5%. If you had 100 Forts on 1000 acres (10%), they would decrease resource losses when Traditional Marched, Razed, Conquested, Plundered, Learned, or Massacred by 13.5% and increase defensive efficiency by 4.5%. If you had 170 Forts on 1000 acres (17%), they would decrease resource losses when Traditional Marched, Razed, Conquested, Plundered, Learned, or Massacred by 21.2% and increase defensive efficiency by 7.1%. Building effectiveness is based on efficiency. Defense is also affected by monarchy (during war), protection spells, the fanaticism spell, dragons, and the plague. Losses are also affected by relations, what race is attacking you, dragons, the networth and land of the person attacking you, and what spells the person attacking you has cast.













Buildings >> Guilds - Contributed by QuantumChaos
Guilds make wizards and increase success rates with self-spells. If you would like to cast self-spells you read about in the magic section, you're going to need some Guilds. A person who plans on only casting self spells can get away with 10% guilds, while those who want to engage in magical warfare may want two or three times that, because they need more wizards to have a higher success rate when casting spells on others.
Guilds have a 2% chance each of producing wizards every Utopian day. Spell difficulty and race are also factors when calculating self-spell success rates. Attackers tend to keep below 15% guilds, while some thieves and mages will have as high as 50% of their land as guilds.
If you have 10 guilds or 100 guilds, each individual guild has a 2% chance (4% if you are a Mystic) of producing a wizard, disregarding all other factors. Wizard production/self-spell success rates are affected by Building Efficiency, mana, some races, and by the mystic personality.













Buildings >> Towers
Towers make runes. If you want to cast any spells, you will need Towers as well as guilds. 5% towers will allow someone to dabble in the arcane arts, while more are required for a spell slinger of any real power. The "Channeling" science, building efficiency, and the sage personality can increase the production of runes, and more runes means more ammunition as far as magic is concerned. Attackers normally have under 10% towers, while some thieves and mages will have as many as 40%.
Towers produce 10 runes per Utopian day. Sciences, the Mystic personality, and efficiency can affect this output. If you had 100 Towers on 1000 acres (10%), they would produce 1000 runes per Utopian day. If you had 100 Towers on 5000 acres (2%), they would produce 1000 runes per Utopian day.













Buildings >> Thieves' Dens - Contributed by QuantumChaos
Thieves/Mages will find Thieves' Dens invaluable in maintaining a sizeable amount of thieves. By reducing losses in operations, Thieve's Dens (abr: TD) allow T/M's to try for greater hauls without risking severe losses. Attackers should not bother with Thieve's Dens.
Thieves' Dens decrease thief losses in unsuccessful thief operations by (%-(%^2)/100) * 4, with a maximum effect of 100%, and increase your thief effectiveness by (%-(%^2)/100) * 2, with a maximum effect of 50%. If you had 100 Thieves' Dens on 1000 acres (10%), they would decrease thief losses in unsuccessful thief operations by 36% and increase your thief effectiveness by 18%. If you had 230 Thieves' Dens on 1000 acres (23%), they would decrease thief losses in unsuccessful thief operations by 70.8% and increase your thief effectiveness by 35.4%. Building Efficiency, sciences, the "Invisibility" spell, race bonuses/penalties, and kingdom relations can also affect thievery effectiveness.













Buildings >> Watch Towers
If you would like to stop thievery, you have a couple of options. You can either have a high thief ratio, or you can build Watchtowers. Stopping people from taking resources and gathering intelligence is a useful thing, and knowing who sent them just as important. This is a building that everybody could use, but individuals must decide if their strategy will allow the investment needed to reap the benefits from Watchtowers. Many attackers and thieves/mages only build watchtowers if they are going to war or are very big. The increased chance of identifying thieves is only effective if thieves are caught. Watchtowers do not affect the number of thieves caught, which is determined by your number of thieves (if you have a lot of thieves, you can catch more enemy thieves) and your opponent's number of thieve's dens and number of thieves sent.
Watchtowers give a % * 2.5 chance of catching thieves, with a maximum effect of 62.5%, and (%-(%^2)/100) * 2 greater chance of identifying thieves, with a maximum effect of 50%. It is possible to identify thieves without watchtowers. If you had 100 Watchtowers on 1000 acres (10%), they would give a 22.5% lesser chance of successful thief operations on your province and 18% greater chance of identifying caught thieves. If you had 230 Watchtowers on 1000 acres (23%), they would give a 44.3% lesser chance of successful thief operations on your province and 35.4% greater chance of identifying caught thieves. Watchtowers, like all buildings, are affected by building efficiency. Other things that can have the same effect are high stealth and the spells Clear Sight and Shadowlight and race and monarchy bonuses. Having the bribe thieves thief operation on yourself or low stealth can make catching thieves more difficult.













Buildings >> Schools
Schools decrease science costs, which means that schools are only useful if you plan on investing heavily in sciences. If you do intend on putting money towards the pursuit of knowledge, then Schools can allow you to reap even greater benefits from your investment. Schools are useful for reaching the maximum effect of a science quickly, but should not be kept around permanently. It is not recommended that you build schools unless you maximize them, because the bonus increases as you build more.
Schools decrease science costs by (%-(%^2)/100) * 3, with a maximum effect of 75%. If you had 100 Schools on 1000 acres (10%), they would decrease science costs by 27%. If you had 300 Schools on 1000 acres (30%), they would decrease science costs by 63%. Schools' effectiveness is dependant on races bonuses and efficiency. Science prices are also lowered by the Sage personality and how far you are into the age. Schools do not lower sciences prices enough to be of use early in the age, but can allow for quick production of massive amounts of sciences later on as prices fall.













Buildings >> Libraries
Ideal for people who want some benefit from sciences, but can't afford the monetary investment, Libraries provide free science points every day. You can place them in any category you wish, allowing for people who only require bonuses from one or two sciences to specialize. Libraries are very useful for strategies where money will be scarce due to military costs, but can be helpful for anyone.
Libraries give 3 free science points per Utopian day. If you had 230 Libraries on 1000 acres (23%), they would give 690 free science points per Utopian day. If you had 230 Libraries on 1000 acres (23%), they would give 690 free science points per Utopian day. Library effectiveness depends on efficiency. Libraries are most effective in the beginning of the round, when sciences are expensive. AS the round progresses, schools become more useful and effective.













Buildings >> Hospitals
A versatile building, Hospitals are helpful in several ways. Increasing the birth rate of your population allows new land to be filled quickly, in addition to providing a quick recovery to your peasantry from losses from fireballs or kidnapping. The power of the plague has increased with the advance of ages, so any measure that can aid in its removal is helpful. Perhaps greatest of all is the potential 60% decrease to combat losses. Anything that keeps your troops alive despite heavy action is a good thing. Hospitals are especially useful at the beginning of the round for both explorers and attackers.
Hospitals (%-(%^2)/100) * 2 greater chance of curing the plague each Utopian day, with a maximum effect of 60%, and increase your birth rate by (%-(%^2)/100) * 7, with a maximum effect of 80%. If you had 50 Hospitals on 1000 acres (5%), they would 9.5% greater chance of curing the plague each Utopian day and increase your birth rate by 33.3%. If you had 120 Hospitals on 1000 acres (12%), they would 21.1% greater chance of curing the plague each Utopian day and increase your birth rate by 73.9%. Race/Personality bonuses and the spell love and peace can help birthrates and combat losses, the spell pitfalls or storms, starvation, the thief operation bribe generals, and overpopulation can decrease birth rates and increase combat losses.













Buildings >> Taverns
Taverns decrease your draft costs. The effectiveness of building taverns is disputed. Often, your land is better spent on other buildings. If a major percentage of your population is going towards draft soldiers, taverns may be a good choice. Talk to your monarch before building taverns to see whether they will help your province or not.
Taverns decrease your draft costs by (%-(%^2)/100) * 4, with a maximum effect of 99%, and reduce mercenary costs by (%-(%^2)/100) * 3, with a maximum effect of 75%. If you had 100 Taverns on 1000 acres (10%), they would decrease your draft costs by 36% and reduce mercenary costs by 27%. If you had 150 Taverns on 1000 acres (15%), they would decrease your draft costs by 51% and reduce mercenary costs by 38.3%.













Buildings >> Stables
If you plan on attacking, then you should build Stables. When it comes time to attack someone, you'll be able to give your troops horses to ride, increasing your offense by 1 per horse sent. You can only sent up to 1 horse per attacking troop, excluding generals, mercenaries, and prisoners. Explorers should not build stables, while attackers should devote around 5% of their land to it.
Stables produce 1 horses per Utopian day, holding up to 75 per Stable. Stables are not affected by efficiency. If some of your stables are destroyed, you will slowly lose your horses. 13 stables produce 13 horses per hour, 20 stables produce 20 horses per hour, etc. Horses can be lost to drought and the Steal Horses thievery operation.













Buildings >> Dungeons
Prisoners are captured when you attack other provinces, if you have dungeons. Prisoners can be deployed as mercenaries in your next conflict. Overall, Dungeons are useful because of the small investment needed to benefit from them. Unlike other buildings, just 20 Dungeons can provide a significant asset to a province's offensive capacity. It is strongly recommended that you attack with prisoners instead of mercenaries.
Dungeons house 50 prisoners of war, holding up to 50 per Dungeon. Explorers should never build dungeons, while attackers should keep around 1% of their land as dungeons. When you make an attack, you will lose half of the prisoners that you send to battle.
Prisoners have 3 offense when sent to battle.













Bushels - Contributed by QuantumChaos
Food is measured in Utopia with bushels. You need bushels to feed your population, (0.25 units per population unit, 0.3125 if dwarf) or else there can be some penalties - your army slowly leaves and your peasants stop multiplying. Not only that, but your bushels decay at a rate of 1% per Utopian day, or more if you have the plague or vermin on your province. It is a good idea to keep a buffer of at least 30,000 bushels so that your food doesn't run out while you are away. Penalties that can lower food production are low building efficiency, dragons, or droughts. You can obtain bushels through farms, barren land, the shepherd personality, aid, stealing, or the plunder attack. You can increase your food production with sciences, building efficiency, the monarchy, or some spells. You may also send extra bushels to kingdommates if they need extra. Undead don't need food. Dwarves consume 0.3125 bushels per unit of population. (Normal is 0.25)













Council of Elders
The Council of Elders lets you see more in-depth statistics about your
province, including a summary of the current Utopian day and month (in the Affairs of the State Advisor), the greatest moments of your province (Historian), what troops (Military Affairs), sciences (Science Advisor), and buildings (Internal Affairs) will be coming in when, the status of spells on your province (Mystic Advisor), and graphs of the growth of your kingdom (Kingdom Growth).













Council of Elders >> Affairs of the State
This area will tell you many important statistics about your province: Your maximum population, total population, how your population is divided up (Wizards, Army, Thieves, Peasants), The number of jobs your province provides, unemployed peasants, unfilled jobs, percentage of peasants employed, base income per Utopian day, non-draft expenses per Utopian day, your networth, honor, and land, and then a chart which shows your base income, non-draft expenses, draft costs, modified income, peasants lost or gained, food grown, eaten, and decayed, overall food production, and runes produced, decayed, and total runes produced over the last hour, day, and previous day.













Council of Elders >> Military Affairs Advisor
Your Military Affairs advisor has information about how much time any captured land, military and horses, need to return to your province, and also what specialists, elites, and thieves will be trained in the next 24 hours.













Council of Elders >> Internal Affairs Advisor
Your Internal Affairs Advisor displays what buildings are in progress and land being explored will come in over the next 24 hours.













Council of Elders >> Internal Affairs Advisor >> "Owned"
This number informs you how many of each building type you already own. These are completed structures and are affecting your province.













Council of Elders >> Internal Affairs Advisor >> "Building"
This indicates which building type is being represented by the figures to the right.













Council of Elders >> Internal Affairs Advisor >> "%"
This indicates the percentage of your land that is devoted to this building. This is useful for measuring the effect that that building will have on your province. For example, imagine the fifth from the botton, schools, is 15.0%.
Libraries give 3 free science points per Utopian day. This means that your schools are decreasing science costs by 45%. The percentage is found by dividing the number you have of this building by your total land.













Council of Elders >> Internal Affairs Advisor >> "Exploration / Construction: Number of Days"
This area indicates the number of Utopian days until the buildings in each column are built. If you have 10 homes coming in in 5 days, then a '10' will appear under the column marked '5' in the second row.













Council of Elders >> Arts and Sciences
Your Arts and Sciences advisor will keep you informed about how many science points of each science are coming in over the next 24 hours, and summarizes how many points you have in each different knowledge.













Council of Elders >> Mystic Affairs
Your Mystic Affairs advisor lists most spells that are affecting your province, and, where applicable, the duration for which the spell will last. Pitfalls and explosions (if you have not sent or received any aid for the duration of the spell) will not show up in your Mystic Affairs advisor.













Council of Elders >> History
This page shows you statistics about your gameplay... your highest land, networth, and honor, total land explored, how many attacks you have made, how many successful attacks you have made, average size of the opponents you have successfully attacked with your military, times you have attacked larger opponents, times you have been attacked, times you have been defeated, land you have lost in combat,













Council of Elders >> Kingdom Growth
This page provides you with a graph of the progress of your kingdom since the start of the round. These graphs are not visible until one week into the round. These graphs are effective at showing the high and low points of the round, and keep track of the highest kingdom networth reached.













Current Highlights
This just means your current honor, networth, and land.













Defensive Specialists
Land is the key to success in Utopia, and defensive specialists are the key to keeping your land. You must keep a large number of defensive specialists (or elites if they provide more defense). Do not stop training them at a certain number, you must keep high defense at all sizes. If you can afford to train elites and you are a Faery or Human, you eventually stop training defensive specialists and start training elites to get a higher defense per acre. Specialists cost 350 gc to train, but that price can be lowered with armouries or the Elf race.
Defensive Specialists (abbr: defspecs) are troops trained specifically for defense. They provide 5 defense points and 0 offense (written 0/5). The name of the defspec depends on your race: Griffins for Avian, Axemen for Dwarf, Archers for Elf, Druids for Faery, Archers for Halfling, Archers for Human, Trolls for Orc, and Zombies for Undead. Defspecs will be your main source of defense, Elites help with offense too, and sometimes provide more defense, but cost much more if you are not halfling. One defspec adds 5.5 gc to your networth. Defspecs are trained from soldiers. Defensive specialists cost 1.5 gc per hour in maintenance. You may not attack with defensive specialists.













Draft Rate
Your draft rate is the percentage of your population that you want to become military. If you set a 50% draft rate, you will continue to draft soldiers until half of your population is your military. Your military includes your soldiers, offensive specialists, defensive specialsits, elites, and thieves. Soldiers normally will be drafted at a rate of about 1.0% of your peasants per Utopian day, but you can raise this up to as high as 1.5% or 3.0% per Utopian day or lower it to 0.5% of 0.0% if you want to slow/stop drafting temporarily. You have to pay a 0 gc draft cost for every soldier drafted at the 0.0% speed, 40 for the 0.5% speed, 100 for the 1.0% speed, 250 for the 1.5% speed, and 600 for the 3.0% speed. Costs also go up as your military per acre goes up. You can cast patriotism to speed up your draft rate. The highest percentage of your population that you can draft is 80%, but when you are attacked many times and lose a lot of peasants, your draft rate can go higher than that. Most provinces will keep theirs between 50% and 75%.













Dragons - Contributed by shejk and kasper
The primary aim of a dragon is to hurt an enemy kingdom. Only a monarch can start and cancel a dragon project. Usually dragons are sent before or during a war. Any and all the provinces in the kingdom can then provide money to complete the dragon. A dragon will cost 1.75 * your kingdom's total networth in gold coins. When complete, the dragon will immediately start to ravage the target kingdom, so take care not to complete it before you are ready to fight them. The effects of a dragon are an income penalty of 25%, -30% food production, 20% of your draftees dying immediately after being drafted, a 5% Penalty to offensive & defensive combat and some random destruction of homes. The benefit of sending a dragon is that combat gains when attacking a kingdom suffering from a dragon are 10% higher. Instead of grabbing 100 acres you obtain 110 acres. Dragons can be damaged by sending a calculated amount of soldiers in to fight it. The formula is (your kingdom total networth/3000)+1. Sending that many soldiers will do 1% damage to the dragon. The dragon dies when it gets down to 0%. You can view your total kingdom networth by clicking 'the kingdom'. Do not send more soldiers than given in the formula because they will not do anything, and soldier losses are very high when attacking a dragon, so many will be wasted. It is common to assign one person as dragon slayer, and let him handle the dragon. Everyone in the kingdom would draft more and send these soldiers to the slayer. If the slayer's trade balance falls enough that he has a tax, he passes the job off to someone else. There are no bonuses for any individual province killing a dragon, except for the negation of the dragon penalties, which every member of the kingdom loses. Work with your kingdom to kill it as soon as possible.
If a kingdom sends a dragon during war, it arrives at the enemy kingdom at 100% strength. If hostile, 75%. No relations, 50%. cease fire, 25%.
A kingdom may only have one dragon on it at a time. If another dragon is sent, the strength of the current dragon is added to how strong the new dragon would be depending on current relations, with a maximum of 100%.
Many new players think of a dragon as a sort of nuclear bomb, and just want to start sending dragons at random kingdoms. Dragons cost a lot of money, and one is almost always sent back, and the result is that both kingdoms usually end up worse off. Normally, dragons should only be sent during the most hostile situations. Kingdoms with many Undead players will often send dragons in war, because the food penalty does nothing to Undeads (no food consumption), so less damage will be done to their kingdom.













Elite Units
Elites are almost always your strongest military unit. Each race has a different elite. Avians have Drakes, with 6 offense and 4 defense (written 6/4). Dwarves have 5/5 Berserkers. Elves have 6/2 Elf Lords. Faeries have 3/6 Beastmasters. Halflings have 5/4 Half-Giants. Humans have 4/6 Knights. Orcs have 7/3 Ogres. Undeads have 6/2 Ghouls. Elites add 8.8gc to your networth. Elites are trained from soldiers. Training elites is rather expensive, and, if a large portion of your income is going towards elite training, you might want to consider building armouries to reduce costs. Elite training costs differ between races. Some people will pump elites at around 1000-2000 acres, meaning that they stop all growth for a few days and just train elites. Elites cost 3 gc per Utopian Day in maintenance.














Employment
Employment (abbr: emp) is the ratio of jobs to peasants. 15 peasants are needed to work in each building other than homes. If you have 40 peasants for every 20 jobs, your employment will be at 50 percent. Only 20 peasants will have jobs. If you have 40 jobs for only 20 peasants, though, your employment will be 100%. All of your peasants will have jobs, and employment can not go above 100%. Every employed peasant gives you around 3 gc per hour, though some races have bonuses and penalties which can affect this amount. Unemployed peasants don't provide any income. If you have 100 peasants at 100% employment, they give you 300 gc per hour. At 50% employment, the same peasants only give you 150 gc.













Expenses
Maintaining a military costs money. A small chunk is taken out of your income every day to pay for your military. If this number is higher than your base income, you will lose money. If you run out of money, your military will start to desert you. Your base expenses are equal to: (defensive specialists * 1.5) + (offensive specialists * 1.5) + (elites * 3). Factors that also affect military expenses are race, personality, and the greed and inspire army spell.













Explore Costs >> Soldiers
Exploring costs both money and soldiers. The number here represents how many soldiers you’ll have to send out, per acre, in order to bring land under your control. It goes up as your province grows in size. Mills will not lower the cost in soldiers of exploring more land. Race bonuses can lower soldier exploration costs. Being at war will raise exploration costs to 2 times its normal level. The soldiers you send out to explore will not be regained, even after the explored land comes in. You will have to draft new soldiers. The formula for exploration costs is as follows:
round(((max(total land-350,0)+int(max(min(total land-350,max(0,explored land-lost land))/2,0)))*0.013+2) (*2 if you are at war) (*0.8 if you are Human) (*1.35 if you are Elf))
max(a,b) is a or b, whichever is greater. min(a,b) is a or b, whichever is less. int(a) removes everything after the decimal in a number. round(a) rounds a to the closest integer.













Explore Costs >> Gold Coins
This is the amount of money, per acre, you’ll need to spend in order to explore an acre of land. This number goes up as you gain more land. You can lower this cost with mills or with race bonuses. Being at war will raise the cost of exploring to 2 times its normal amount. The formula for exploration costs is as follows:
round(((max(land-350,0)+int(max(min(land-350,max(0,pexplored land-lost land))/2,0)))* 3.012+235)* (2 if you are at war)*(*0.8 if you are Human) (*1.35 if you are Elf)* (1-min((mills percentage)*2*(Building Effectiveness),0.5*max((Building Effectiveness),1))))
max(a,b) is a or b, whichever is greater. min(a,b) is a or b, whichever is less. int(a) removes everything after the decimal in a number. round(a) rounds a to the closest integer.













Exploring >> The Exploration Pool
Each kingdom is only given a certain amount of acres to explore per Utopian month. The number increases every Utopian day, and decreases when you or a kingdom-mate decides to explore some acres, or when an enemy kingdom withdraws from a war. Think of this number as unexplored lands that are adjacent to the lands that your kingdom has in total. Your kingdom starts out with 5000 acres in the explore pool. This number goes up by 25 acres every Utopian Day.













Exploring >> "Our men are currently already exploring X acres of new lands"
You’re currently exploring the amount of land that this sentence states. The soldiers and money have already been subtracted from your province’s stores of soldiers and gc, and your kingdom's explore pool. Now you just have to wait for the land to be under your control. You can find out when land will come in by checking out your Internal Affairs Page.













Exploring >> "Allowing us to explore for X new acres"
This is how much you can currently explore given the amount of gc and soldiers you have available. It is equal to either the amount of land in your explore pool, your soldiers divided by the cost in soldiers of exploring an acre, or your gc divided by the cost in gc of exploring an acre, whichever is the smallest. If you try to explore more than the maximum amount, you will only explore the maximum amount, no more.













Exploring >> Explore Time
The land you plan to explore comes in slowly over time. The land comes in on the start of a Utopian Day at an even rate over the next 24 hours (or 24 if you are a Sage). For example, if a non-sage explores 48 acres, he will gain 2 acres every single hour.













Food
Keeping a constant supply of food is essential. Your
peasants and military consume a certain amount each hour. Without food, your military deserts you and your peasants' start to die, hindering growth. The bushel is the unit of food used in Utopia. Food decays at a rate of 1% each Utopian Day. You can obtain food through farms, stealing, plundering, land and elites if you are the Shepherd personality, or receiving aid. You can increase your food production with some spells, increased building efficiency, sciences, or being a monarch. Undead don't need food. Dwarves require 25% more food to feed their population, so extra farms are needed if you are a dwarf. Too much food (I would say more than four times your networth) is useless, so build farms with moderation, though the penalty for underbuilding farms is far worse than the penalty for overbuilding them.













Food Decay
Food decays at a rate of 1% per hour. This number can be increased with vermin or plague.













Food Grown
Food is very important if you are not Undead. Starving peasants desert your lands. You should try to produce more food than you consume at all times. Food comes from barren land, farms, and all land and elites if you are the shepherd personality. The monarchy, sciences, builing efficiency, and the spell 'fertile lands' can increase your current food output. The formula for food production is as follows:
(Farms*70 + BarrenLand*2 (if shepherd + Total Land*4 + Elites/3)) * 1+(Building Efficiency/100) * 1+(Food Science/100) (* 1.25 if Fertile Lands is cast) (* 0.7 If you have a dragon against you) (* 1.1 if you are a monarch) (* 0.7 if you have drought cast)













Food Needed
Unless you are Undead, your peasants and military will leave unless you feed them. The amount of food needed is equal to:
(Total Population * 0.25) (* 1.25 If you are Dwarf). Keep positive food so your peasants don't starve.













Forums >> Aid
Usually this thread appears as simply "Aid" or some form of "HELP!". It is used to know when to send aid to whom, and how much. People just post a request for gold, food, runes, or soldiers here, or let people know when they have a surplus of something. You should check here often to see if anyone needs something you have or if you need something someone has. If you are new to a kingdom, though, people might not send you aid. If you show yourself as active in the forums, people will be more likely to aid you.













Forums >> Tavern
Not all kingdoms will have a thread like this, but it's usually a place to go to just hang out. You can post anything here, and talk about anything, and it's used to keep the clutter of new threads down to a minimum.













Forums >> Recent Attackers
If you look in your paper, you'll find all sorts of information, from people from your kingdom attacking others, to other people attacking your kingdom. The people who attacked your kingdom are likely to show up here, with their Crystal Ball, Survey, or Spy on Military included so someone can do a retaliatory attack upon them. It's usually going to be formatted with Utopia Angel or a similar formatter.













Forums >> Inactives
A thread like this contains the names and sometimes CB's of inactives. Inactives can take on many forms. They may be active in the game, but never log into the forums to say anything, or respond to anyone's messages. They may be land farms, gold farms, food farms, and they were found out by the kingdom. Point being, the get posted into the thread, and are requested to be taken out of the kingdom.













Forums >> Contacts
The contacts thread contains at least the email addresses of everyone in the kingdom. Usually everyone also posts their MSN messanger, AOL messanger, ICQ number or any number of other ways to get a hold of them. Sometimes if the people were there last round in the same kingdom, they'll post their previous name too. Every province should post in this thread.













Forums >> War Targets
If your kingdom is looking into finding another kingdom to war with, they'll usually post all sorts of different kingdom numbers for people to look at and decide who would be best to attack in this thread.













Forums >> Sign-In
Sometimes people will decide not enough provinces are posting in the forums, and it's a way to catch inactives. So they'll start a thread up saying "Sign in" or "post here" or something along those lines to see who really reads all of the threads.













Forums >> Topic Name
Naming your topic lets your kingdom know the basic reason that you created that topic (a.k.a. thread). Examples of topic names are listed above... such as "Sign-In" and "Contacts".













Gold Coins
Your unit of
money in Utopia is called the Gold Coin (abbr: gc). Some people replace the gc with the American dollar sign ($). Gc are the basic monetary unit in Utopia. They are important in the growth of your province. You can obtain gc through your peasants, aid, thievery, magic, or plundering other provinces, and can also increase the amount of gc you get with race bonuses, honor, personalities, sciences, banks, increased employment, the monarchy and some spells. A portion of your income goes to maintaining your troops. 1 gc adds 0.001 gc to your networth. Gc are also the unit of measurement for networth and trade balance.













Generals
Most provinces have 4 generals they can attack with, and one that must stay home. You need to send at least one general with your military whenever you attack. Sending more than one general will give you a 1.05% bonus for every general after the first. Generals do not serve a purpose when they are left at home. You can not attack if you have sent out all of your generals.













Growth >> Accelerated Construction
"Accelerated Construction" allows you to reduce the amount of time it takes to complete your buildings. By paying 200% of your base Build Price per acre, you effectively cut construction time in half. Free Building Credits can be used also, but also at twice the cost. Two credits will be used per acre instead of one. Many players do this at the beginning of the round with guilds and towers so they can cast useful spells early on, and with hospitals to get more peasants quickly. To take advantage of accelerated construction, check the checkbox.













Growth >> Build Cost
Structures just don't drop out of the sky. It takes money to create the buildings that your province will require. The monetary cost is commonly referred to as "Build Price", and is determined by a number of variables. Your race and size can alter the base cost of building construction. This cost represents the amount of gc needed to develop one acre of land. When you use accelerated construction, this price is doubled. You can also use free building credits to pay for the construction of one acre of land.













Growth >> Build Credits
Acres taken in combat are not always empty. On occasion, your military advisor will inform you that you have taken intact buildings that can be "refitted to suit our needs". In game terms, this translates to "Free Building Credits". Free Building Credits allow you to build a number of acres without paying the Build Price. When you build your acres, a number of buildings equal to the number of Free Building Credits you possess will cost nothing. Free building credits are used before up before you pay for any construction. You are not normally given 10 free credits at the beginning of the round.













Growth >> Build Time
In addition to costing money, the construction of buildings takes time. This number is the number of Utopian days it will take to complete any buildings you wish to construct. This time can be reduced by a number of methods: Race, Personality, the spell "Builder's Boon", and the "Accelerated Construction" option can all modify construction time.













Growth >> Building Efficiency - Contributed by QuantumChaos
In your growth section, you are able to set a fixed amount of money that will be deducted from your income to improve building efficiency. This money will be deducted straight from income, before expenses, so be careful about how much you allocate. Too much could lead to a negative income. The effects of increasing building efficiency with this method are rather small, so you may find that putting too much money into it at once could do more harm than good. Building efficiency is also affected by having too many unfilled jobs. You can see what level your building efficiency is at by clicking 'Throne' and looking in the left column of your province info.Your efficiency is a measure of the effects of your buildings. At 100% efficiency, building output is normal. A tower (which produces 10 runes per hour) will produce 10 runes per hour. At 70% efficiency, a tower will only produce 7 runes. At 110% effciency, a tower will produce 11 runes.













Growth >> "Building"
This indicates which building type is being represented by the figures to the right.













Growth >> "Construct"
By entering a figure in this column and clicking on the "Construct Buildings" link, you can order the construction of the building type indicated on the left. You must have sufficient gc or build credits and to pay the total Build Cost for construction to begin. You must also have barren land on which to build. One building takes up one acre. Total Build Price can be calculated by multiplying the number of acres (minus build credits) you wish to develop by your Build Price.













Growth >> "In Progress"
These are buildings that are currently being constructed. The Build Price has been paid, but the allotted Construction Time has not passed. Clicking on the "Internal Affairs Advisor" link at the top of the screen will allow you to check on their progress. A building in progress houses as many people as a completed building, and adds as much networth to your province as a completed building, but the effects given by that specific structure will not happen until construction is complete. You can not hurry along buildings that are already in progress, but you can speed up construction of new buildings with "Accelerated Construction" Buildings in progress can not be razed.













Growth >> "Raze Buildings"
From time to time, you may find it necessary to change the buildings that make up your province. To change the type of buildings that have been constructed, you must first destroy the existing buildings. Like nearly everything else, this requires money. The cost to "Raze" an acre of land is equal to one half your normal Build Price. Careful consideration should be taken before you begin razing your buildings, as the value of completed buildings is factored into your province's Networth. It is far more economical to get your building strategy right the first time. Before you begin construction, it would be smart to find a "Build Strategy" that would be the most beneficial to your province. Be careful not to confuse this with the growth screen













Growth >> "You Own"
This number informs you how many of each building type you already own. These are completed structures and are affecting your province.













History >> Highest Networth
This is the highest networth your province has had at the start of a Utopian day, rounded down to the nearest thousand gc. This statistic, along with the others listed here, resets if your province is killed.
Networth (abbr: nw) is the most common measurement of the overall strength of a
province. Its value depends on many factors: troops, peasants, land, buildings, science points, and money. When a value is given to each of the previously mentioned factors according to the bonuses and potential of each, and added together, the resulting number summarizes the power of the province.













History >> Highest Land
This is the highest land your province has had at the start of a Utopian day. This statistic, along with the others listed here, resets if your province is killed.
Land is power. You need land in order to have more
peasants, buildings, and troops. To gain land, you must attack, cast paradise/land lust, or explore. Your networth is largely dependant on your land, so to gain networth, gain land. The unit used for measuring land is the acre.













History >> Highest Honor
This is the highest honor your province has had at the start of a Utopian day. This statistic, along with the others listed here, resets to 1200 if your province is killed.
Honor can be gained through attacking, thieving, and casting spells. Higher gains can be earned during war. For every rank beyond the 'knight' honor ranking, you gain bonuses to your offense, income, population, magic, and thievery, and an additional vote. You also gain honor when a kingdom you are at war with surrenders or withdraws. At the start of the round, you begin with 0 honor and then gain 5 honor every hour for 160 hours, for a total of 800 honor. If you start later in the round, you start with 1200 honor.













History >> Total Land Explored
This is the amount of land you have explored with your province. This includes land you have paradised, land lusted, and land that is being explored. Most attackers do not explore after the first day. This value is expressed in acres. This value resets if your province is killed.













History >> Total Attacks Made
This is the number of times you have attacked. This number does not include attacks on kingdommates, but does include raze, conquest, plunder, learn, and massacre attacks. To make an attack, click 'War Room' on the left.













History >> Total Wins
This is the number of times you have won when you attacked. This number does not include attacks on kingdommates, but does include raze, conquest, plunder, learn, ambush, and massacre attacks. To make an attack, click 'War Room' on the left. The percentage next to it is the percentage of times you have won an attack. This number is gotten by dividing your total wins by your total attacks made.
Even though you may gain land with the conquest attack, if you send less offense than your target has defense, it will be counted as a failed attack.













History >> Wins Against Larger Opponents
This is the number of times you have attacked and won against an opponent who has more land than you. This number does not include attacks on kingdommates or ambushes, but does include raze, conquest, plunder, learn, and massacre attacks. The percentage next to it is the number of wins against larger opponents divided by the total number of attacks you have made. That means that the percentage is not a representation of the percentage of times you have attacked a larger opponent, nor the percentage of wins against larger opponents, but instead the percentage of you attacks that have been both wins and attacks on larger provinces.













History >> Average Relative Opponent Networth
This is the average of the networth of everyone you have attacked other than kingdommates divided by the average of your networth when you attacked them.
For example, if your networth was 50,000 gc, and you attacked someone who was 40,000 gc, your average relative opponent networth would be 80%, because 40,000 divided by 50,000 is .80 . If, at a later time, your networth was 100,000 gc and you attacked someone who was 90,000 gc, your average relative opponent networth would be 85%, because ((40,000/50,000)+(90,000/100,000))/2 is .85, or 85%.













History >> Total Land Gained in Combat
This is the total amount of land you have gained in combat, including attacks on kingdommates. It does not include land lust, but does include conquest.













History >> Attacks Suffered
This is the number of times you have been attacked. This does not include attacks on you by kingdommates, but does include all other atttacks on you.













History >> Times Defeated
This is the number of times you have been attacked and the enemy has won. The percentage next to it is the number of times you have been defeated divided by the number of times you have been attacked, giving a percentage of times that you have been beaten. The lower this percentage, the better. When you are conquested, the attack will often show up as a failed attack by your enemy if he sent less defense than you have offense.













History >> Total Land Lost in Combat
The number here is the amount of land you have lost when you have been attacked or had land lust cast on you. This includes traditional march, conquest, or raze attacks.













History >> Thievery Operations Attempted
This is how many times you have attempted a thief operation. Thief operations include anything your thieves can do, whether it is gathering intelligence, stealing, or damaging other provinces. This includes thief operations attempted on kingdommates. You can perform thievery operations by clicking 'Thievery' on the left.













History >> Successful Thievery Operations - Contributed by QuantumChaos
This is how many times you have run a successful thievery operation. It is easier to succeed thief operations when you thieve people with lower thieves per acre (abbr: tpa). The percentage next to this number is the number of successful thief operations you have run divided by the number of operations you have attempted. This gives the percentage of times you have succeeded with your thieves. The higher this number and percentage, the better.













History >> Spells Attempted
This is how many times you have attempted to cast a spell. Spell attempts include any spell, including intelligence-gathering spells, self-spells, spells meant to harm others, and spells attempted on kingdommates. You can cast spells by clicking 'Mystics' on the left.













History >> Successful Spells - Contributed by QuantumChaos
This is how many times you have succesfully cast a spell. It is easier to cast spells on others with less wizards per acre (abbr: wpa) than you. The percentage next to this number is the number of successful magic you have casted divided by the number of spells you have attempted. This gives the percentage of times you have succeeded with your spells. The higher this number and percentage, the better.













Honor
Honor can be gained through attacking, thieving, and casting spells. Higher gains can be earned during war. For every rank beyond the 'knight' honor ranking, you gain bonuses to your offense, income, population, magic, and thievery, and an additional vote. The effects of high honor rankings are increased 50% for War Heroes. You also gain honor when a kingdom you are at war with surrenders or withdraws. At the start of the round, you begin with 0 honor and then gain 5 honor every hour for 240 hours, for a total of 1200 honor. If you start later in the round, you start with 1200 honor.
The honor ranks, from lowest to highest, are Peasant, Knight/Lady, Lord/Noble Lady, Baron/Baroness, Viscount/Viscountess, Count/Countess, Marquis/Marchioness, Duke/Duchess, and Prince/Princess.













Honor >> Rank
Your honor level determines your rank. Your rank determines the bonuses you receive. The honor ranks, from lowest to highest, are Peasant, Knight/Lady, Lord/Noble Lady, Baron/Baroness, Viscount/Viscountess, Count/Countess, Marquis/Marchioness, Duke/Duchess, and Prince/Princess. Each rank above knight provides bonuses to offense, income, population, magic, thievery, and additional votes for monarch.













Honor Rank >> Peasant - Contributed by LittleBro
The Peasant honor rank is the lowest of the 9 honor rankings. A peasant has between 0 and 800 honor. A peasant receives one vote for monarch and no bonuses to population, income, offense, magic, or thievery. The title given to a peasant's leader name is Mr. or Mrs. The level above peasant is Knight.













Honor Rank >> Knight or Lady
The rank of Knight/Lady is awarded to those whose honor is between 801 and 1500. Your
province starts out as a knight if you begin towards the middle of the round, or starts out at 0 and gains 5 points per Utopian day (until it reaches 800) if you join at the beginning of the round. Being a knight means that your ruler name is preceded by "Sir" or "Lady" There are no bonuses for being a knight, but Lord, the rank afterward, and all other ranks that follow, provide some bonuses.













Honor Rank >> Lord or Noble Lady - Contributed by LittleBro
The Lord/Noble Lady honor rank is the third-lowest of the 9 honor rankings. A Lord/Noble Lady has between 1501 and 2250 honor. A Lord/Noble Lady receives 2 votes for monarch, and a 2% bonus to population, income, offense, magic, and thievery (3% if War Hero). The level above Lord/Noble Lady is Baron/Baroness. The level below Lord/Noble Lady is Knight/Lady.













Honor Rank >> Baron or Baroness - Contributed by LittleBro
The Baron/Baroness honor rank is the fourth-lowest of the 9 honor rankings. A Baron/Baroness has between 2251 and 3000 honor. A Baron/Baroness receives 3 votes for monarch (4 if War Hero), and a 4% bonus to population, income, offense, magic, and thievery (6% if War Hero). The level above Baron/Baroness is Viscount/Viscountess. The level below Baron/Baroness is Lord/Noble Lady.













Honor Rank >> Viscount or Viscountess - Contributed by LittleBro
The Viscount/Viscountess honor rank is the middle of the 9 honor rankings. A Viscount/Viscountess has between 3001 and 3750 honor. A Viscount/Viscountess receives 4 votes for monarch (5 if War Hero), and a 6% bonus to population, income, offense, magic, and thievery (9% if War Hero). The level above Viscount/Viscountess is Count/Countess. The level below Viscount/Viscountess is Baron/Baroness.













Honor Rank >> Count or Countess - Contributed by LittleBro
The Count/Countess honor rank is the fourth-highest of the 9 honor rankings. A Count/Countess has between 3751 and 4500 honor. A Count/Countess receives 5 votes for monarch (7 if War Hero), and a 10% bonus to population, income, offense, magic, and thievery (15% if War Hero). The level above Count/Countess is Marquis/Marchioness. The level below Count/Countess is Viscount/Viscountess.













Honor Rank >> Marquis or Marchioness - Contributed by LittleBro
The Marquis/Marchioness honor rank is the third-highest of the 9 honor rankings. A Marquis/Marchioness has between 4501 and 5500 honor. A Marquis/Marchioness receives 6 votes for monarch (8 if War Hero), and a 14% bonus to population, income, offense, magic, and thievery (21% if War Hero). The level above Marquis/Marchioness is Duke/Duchess. The level below Marquis/Marchioness is Count/Countess.













Honor Rank >> Duke or Duchess - Contributed by LittleBro
The Duke/Duchess honor rank is the second-highest of the 9 honor rankings. A Duke/Duchess has between 5501 and 7000 honor. A Duke/Duchess receives 7 votes for monarch (10 if War Hero), and a 18% bonus to population, income, offense, magic, and thievery (27% if War Hero). The level above Duke/Duchess is Prince/Princess. The level below Duke/Duchess is Marquis/Marchioness.













Honor Rank >> Prince or Princess - Contributed by LittleBro
The Prince/Princess honor rank is the highest of the 9 honor rankings. A Prince/Princess has above 7001 honor. A Prince/Princess receives 8 votes for monarch (10 if War Hero), and a 22% bonus to population, income, offense, magic, and thievery (33% if War Hero). The level below Prince/Princess is Duke/Duchess.













Islands
There are 50 islands on the three Utopia servers. You can tell what island someone is on by looking at their kingdom number. If they are in kingdom (AB:CD), then they are on island CD. Islands hold around 39 kingdoms. There are a few ways that islands have an effect on the game. The largest factor caused by islands is that the further the number of an island is away from your island number, the more time attacks will take. As a result, most people attack on their own or neighboring islands to reduce attack times. Island numbers wrap around, so island 50 is near island 1. If you click 'The World' on the side menu, you can see how your kingdom and kingdommates rank against other kingdoms and provinces on the island for networth, land, and honor.
Sidenote: If you look at island names and numbers, you'll notice that they traverse through the alphabet. Island 1's name begins with 'A', island 2's name begins with 'B', etc.













Jobs - Contributed by QuantumChaos
Your number of jobs is your number of built buildings other than homes times 15. One peasant fills one job. If less than two thirds of your jobs are filled, your building efficiency will go down. The more jobs you fill, the more your building efficiency will go up. Employment is found by dividing jobs by peasants. Unfilled jobs is found by subtracting peasants from jobs.













Kingdom
A kingdom is a team of provinces. Every province belongs to a kingdom. Kingdoms must work together in order to thrive. For that reason, all kingdoms have forums, where they can strategize, communicate, or just chat. Kingdoms are identified by their kingdom numbers. Every kingdom has their own unique numbers. Every kingdom also has a monarch. The monarch receives a few bonuses to income, population, and defense, but is also given the heavy burden of organizing the other provinces in the kingdom, as well as managing kingdom affairs. If you are new to Utopia or a kingdom, it is better to not run for monarch. Chances are there are more experienced players in the kingdom who know what they are doing. If you stick around for a few ages though, you may very well be the best candidate for the job. Kingdoms can see how well their individual provinces are doing by clicking 'The Kingdom' on the left of the screen. They can also rank their whole kingdom by clicking 'The World' on the left. A kingdom can have up to 25 provinces.













Kingdom >> Kingdom Banner
Each kingdom is allowed to create a graphic called their Kingdom Banner. The banner is a decoration that often provides the meaning behind the kingdom name, or the kingdom theme. THe monarch chooses what banner is user by the kingdom. The monarch must also find a place to host the banner. Free hosting may be found in a few places, but the most popular site is at http://www.UtopiaTemple.com. Banners must be at most 200 pixels high and 500 pixels wide. They may be in either Gif or JPEG format.













Kingdom >> "There are currently x provinces in the kingdom of Your Kingdom (0:0)."
This is the number of provinces in your kingdom. This includes all dead provinces, though the dead ones are unable to really be a member of your team. This number can go as high as 25 on the Battlefields/World of Legends servers, and as high as 20 on the Genesis server. The number of votes needed to elect the monarch of your kingdom depends on this number.













Kingdom >> Total Networth
This is the combined networth of all of the provinces in your kingdom. A dead province has a networth of 0. The networth of your kingdom is used in determining the smallest possible kingdom your monarch could declare hostile, the cost of sending a dragon at another kingdom, and the number of soldiers needed to attack a dragon. Additionally, your kingdom's networth is used to rank your kingdom on your server.













Kingdom >> Utopian Protection
When a province is under Utopia Protection, it means one of two things: The province is less than 72 hours old, or the province has entered vacation mode. In vacation mode, a province does not grow at all, but cannot be attacked, or have magic or thief operations on it. A province less than 72 hours old is also invulnerable to attacks, thievery, and magic, but may grow. The province is no longer protected though after 72 hours, so it is necessary for that province to build up defense during his time in protection. A province under protection is shown on the kingdom page in Green.













Kingdom >> "*"
An asterisk (*) next to a province's race on the kingdom screen indicates that a province is currently active. It means that the person managing that province has accessed a page in Utopia in the past few minutes. If you are in need of quick aid, need information gathered for a war, or just want to discuss something with your kingdommate, you will probably receive the fastest response by asking a province that is online.
Seeing when provinces are online is also useful when attacking or doing other operations outside of your kingdom. If you have anonymity cast, you may want to wait until no provinces in your target's kingdom are online when you attack, or else you will be given away when their online province sees you online at the time of the attack. When declaring hostility, a king may wait until all enemy provinces are offline so that you may catch them off-guard.
A province that does not show any activity is seen as inactive by the monarch of the kingdom and is usually killed off.













Kingdom >> Current Attitude Towards Us
This indicates whether another kingdom is hostile or unfriendly with you, or at war with you, or has a ceasefire with you, or has no relations with you. If they are hostile or unfriendly with you, this does not indicate that you have any relations with them.













Kingdom >> War Wins
A kingdom wins a war when the kingdom they were at war with surrenders to them. This can only happen when one kingdom is doing much better than the other in the war. When a kingdom surrenders, each province sacrifices 5% of their honor, which is distributed evenly among the winning kingdom. War wins are an indication of how viciously a kingdom fights in wars. Normally, mid to late round, a kingdom with less than two wins will be declared on a much more often than a kingdom with two or more war wins.













Kingdom >> Dead Provinces
A dead province shows up on the kingdom screen as dark grey, and its land, networth, and honor are replaced by the word "DEAD" When it dies there is a small report in the kingdom paper reporting that the province has died. A province can die four ways: It can have all of its land taken away, or have all of its peasants killed, or delete itself in the Preferences section, or be deleted by Mehul Patel for cheating. The province can be revived if it was deleted for the first two reasons, and it was not attacked successfully by kingdommates more than four times. The owner of the province just need to log in and click a button and they will have their province back, but will start out small again. If the owner decides not to revive their province, the province will remain in the kingdom until 24 hours after the owner's last log in.













Kingdom >> Your Province
Your province is shown in Aqua on the kingdom screen, to make it easier to locate.













Kingdom >> Kingdommates
The people in your kingdom are on your team. You can have up to 25 people in your kingdom, including yourself. Each kingdom must choose a monarch. It is very important for the success of your province to communicate as much as possible with your kingdom in the forums. Do not attack your kingdom-mates ever without first consulting your monarch.













Kingdom Growth >> "The below chart..."
The charts aren't really below. Click either 'land' or 'networth' or 'honor' to view the charts.













Kingdom Growth >> Early Growth
Some of the fastest growth happens in the first week. During this time, nearly everyone's main focus is getting a good head start.













Kingdom Growth >> Early Honor Gains
At the beginning of the round, all provinces start out with 0 honor, but gain 5 honor per hour for the next 160 hours (until 800 as long as the province isn't attacked or thieved, or has spells cast on it). The majority of almost every kingdom's honor is gained during that time. Sometimes the honor the kingdom has after the first 160 hours is the most honor a kingdom has. The dramatic increase you see here is a result of the 5 points per hour per province.













Kingdom Growth >> Highest Total Networth
The highest total networth is the highest networth your kingdom has had at the start of a new Utopian day. It shows up in red on the chart above.













Kingdom Growth >> Highest Total Land
The highest total networth is the highest land your kingdom has had at the start of a new Utopian day. It shows up in red on the chart above.













Kingdom Growth >> Highest Total Honor
The highest total honor is the highest honor your kingdom has had at the start of a new Utopian day. It shows up in red on the chart above. For many kingdoms, this will be near the beginning of the round.













Kingdom Growth >> Past Wars
Most kingdoms grow a little bit slower during wars. Dips or slow growth like this usually means that there was a war during those utopian months. If you view the other charts you will probably also see much more movement at the same time on those charts too.













Kingdom Growth >> Past Wars
Honor goes up and down much more during wars than during peace. As a result, the chart moves up and down much more.













Kingdom Growth >> Spurts
Occasionally, there will be a day when you or some kingdommates make some very good attacks, will do very well in a war, or a large province will defect to your kingdom. On these days there will be a much larger rise on the growth charts.













Kingdom Growth >> Steady Growth
A steady upward climb usually means that the kingdom had no war for a while and was able to build itself up almost unhindered.













Kingdom Growth >> Sudden Drops
Some days there will be sudden, large drops in the kingdom charts. This usually means a large player in the kingdom died or defected, or multiple inactives will killed, or your kingdom did especially bad in a war.













Kingdom Number
Every
province is in a kingdom. Every kingdom has its own kingdom number. That means that you and your kingdommates share the same kingdom number, which makes sense because you are all on the same team. Kingdom numbers are displayed like this: (AB:XY). If you were in (AB:XY), that would mean that you were kingdom AB on island XY. Islands are like continents in the real world. Kingdoms are like individual countries on each continent. A kingdom called (C:XY) would be on the same island as you. It takes less time to attack a province that is on an island near you than to attack someone with a very different island number. Island 50 is close to island 1, because the island numbers wrap around.













Land
Land is power. You need land for
peasants, buildings, and troops. To gain land, you must attack, cast paradise/land lust, or explore. Your networth is largely dependant on your land, so to gain networth, gain land. Some people who value honor more than networth will stop gaining land to better enable them to focus on honor. The unit used for measuring land is the acre.













Login Bonuses
To help relieve server strain, Mehul has set up a system where if you do not play Utopia for more than 12 hours, you get a small bonus.If you do not play for more than 20 hours, you get a much bigger bonus. This bonus is integrated into many strategies, but should not be a major source of your income.
If you are away for more than 12 hours, you receive 5 gc for every peasant you have. If you are away for more than 20 hours, you receive 15 gc for every peasant you have.














Login Page >> "Continue into Utopia"
Clink this link to see your throne page, which contains a summary of your province, a list of recent news that has affected your province, and alert that informs you of whether or not you have any new messages. This should be the first link you click when you log in.













Mana
Mana is similar to stealth. Mana is a meter that has an effect on your magic success rate and your likelyhood of stopping people from casting spells on you. Low mana means a lower magic success rate, and other people will have an easier time casting spells on you. Mana is shown as a percentage. At 50% mana, you are more likely to fail (fizzle) a spell attempt than at 100%. Mana increases at around 3% per hour. Mana decreases with every spell attempt (the further the opponent is from you, the more mana is spent) or when someone performs the Sabotage Wizards thief operation on you. You can cast spells as long as you have at least 10% mana and you have enough runes to cast a spell. Mana cannot exceed 100% and 100% mana does NOT mean a guaranteed success.













Maximum Population
Maintaining a high maximum population is important. A high population means more peasants (and therefore more income), and more military (and therefore more offense and defense). Your maximum population is the highest your population can get before you start to lose peasants. One unbuilt acre of land can house 15 people. One built acre or acre being built can house 25 people, and homes can hold 30 people. Factors that affect your maximum population are race, monarchy, sciences, and honor. Increasing your maximum population is one of the big reasons why gaining land is so important to growth.













Mehul Patel - Contributed by Secretz
Mehul Patel is the founder of Swirve and the creator of Utopia. Mehul is one of the guys who make the changes between the rounds to find a balance. He's the one people flame at when the servers are a bit slow or down because of hackers. To the common player, Mehul is behind everything and even though it's clear that a random factor caused the failure. People often don't give him the credit he deserves for maintaining such an enormous site.
Being mehulled means that someone's province is being deleted because of x reason. Usually the term comes to play when a large portion of kingdom is being deleted/mehulled.













Mercenaries
Mercenaries are helpful when attacking. Like prisoners, they may be sent into combat, where they fight with 3 offense points. One mercenary may be sent with every 5 troops (4 if you have the Warrior personality) other than prisoners, generals, or horses. It is better to send prisoners to battle than mercenaries, because mercenaries cost 600 gc (300 if you are a warrior), while prisoners are free.













Messages >> Sending Information through messages
There are a few heinous people who play Utopia. They lack the mental ability to come up with a half-decent strategy. Occasionally, people will message you claiming to be someone from Swirve or something like that. Do NOT send them your information. Swirve does not need to ask you for your password.













Messages >> "This message has been reported to Utopia Management."
You see this message if you clicked the "This message has been reported to Utopia Management." under a message. Because you clicked that link, a message has been sent to Swirve with the contents of that message. If the person who sent that message has broken any rules ofthe game, their province will probably be deleted within a few days (results may vary, some people don't get deleted).













Messages >> "The Report option may be used to report inappropriate messages to Utopia Management."
Whenever someone swears, makes offensive racial/sexual/sexual orientation/other comments in poor taste, asks for your password, or encourages cheating, report the message, and also click the 'Cheaters' link at the top of the page (not included in the guide) and report them, so that they may be removed from the game as soon as possible.













Messages >> "Reply"
Click this link to reply to the person who sent you the message on the left. Please note that when you reply to a message, there is an 800 character limit, so if you wish to send a longer message, use an instant messenging service such as ICQ, MSN, Yahoo, or AOL













Messages >> "Delete"
Your message center works mcuh like an online email account. To delete a message, click the checkbox next to 'delete' and then click the 'delete selected messages' box at the bottom.













Messages >> "Delete All Messages"
This will delete all of the messages in your message center. You cannot retrieve your messages after clicking this link.













Messages >> "Note: Use of inappropriate language will result in removal of your province by the lords of Utopia.
Using certain words (i.e. racial slurs, certain 4-letter words, pretty much any English word that would've gotten you after-school detention) in a message is against the rules of Utopia. Doing so will provide you with a warning and will cancel the message. Doing so repeatedly (around 15 times) will get your province suspended for three Utopian months. To the best of my knowledge, a province will not be automatically deleted for using improper language. Some players have been reported by others for acting in an immature way, and have been manually deleted by Mehul. Overall, offending people in utopia will never do you any good, so, for the good of your province, avoid bad language at all times, and stick to more diplomatic methods of communication.













Messages >> "(Your message can be up to 1500 characters)"
If you send a message longer than 1500 characters, (1250 if replying to a message), then the end of the message will be chopped off. For this reason, you must keep your messages concise, or break them into chunks and send them one at a time. Line-breaks count as two characters, and '<' symbols are four characters long when being read by the server. you will receive no notification that your message was cut off, so when in doubt, split your message into pieces.













Messages >> Greeting
This is a fairly useless option that lets you change the first few words of the message you are sending to one of a number of preset greetings. Most players don't notice when this option is changed, though, because people use it so rarely. You will find that 9 out of 10 messages, no matter what the subject, will begin with "To the Honorable"













Military - Contributed by QuantumChaos
Your military is your total of soldiers, elites, defensive specialists, offensive specialists, and thieves. The big difference between your army and military is that your military includes your thieves. For the most part, the two words are interchangeable. Setting your draft rate determines the size of your military. Normally, the bigger the military, the better. If your military gets too big, military effectiveness will go down, but often having more troops is worth the sacrifice.













Military >> Military Efficiency
The strength of your military does not rely solely on the point values of the units in your army. Your military efficiency is multiplied by your raw military offense and defense to give you your modified offense and defense points. If you had 10,000 defense points, and 100% military efficiency, you would have 10,000 defense points. If you had 10,000 defense points, and 90% military efficiency, you would have 9,000 defense points. Dragons, your draft rate, and your military pay rate can increase or decrease your overall military efficiency.
You also have offensive and defensive military efficiency. Both are based off of your overall military efficiency, but include more factors that effect your offense and defense individually. Factors that only affect your offensive military efficiency are: fanaticism and barracks. The factors that only affect your defensive military efficiency are: plague. minor and greater protection, monarchy (in hostile/war), and forts.













Military >> Unit
Below this heading are the names of your offense specialist, defense specialist, elites and thieves, respectively.













Military >> Army
These are the troops that have been sent out to attack another province. Every general has an army. When you send out more than one general per attack, this will say that an extra army is out for each additional general you sent. Every general after the first gives a 5% offense bonus.













Military >> You Own
Below are the amounts of the individual types of troops you own.













Military >> Training
This number reflects the amount of a certain type of troop you're currently training. The money and soldiers required to train these troops have already been subtracted from your province's gold and soldiers, but the amount of time required has not yet elapsed for all of your troops to be trained completely. The game distributes the amount of troops you're training more or less evenly across an entire Utopian month. So if you train 500 soldiers, each Utopian day you'll train (roughly) 20 soldiers, with a few random Utopian days getting the extra soldiers left over. If you decide later in the day to train more soldiers, say another 500, it again gets evenly distributed, and added to whatever is left to train from your previous batch of 500. The spell "Inspire Army" and the Sage personality can speed up training time.













Military >> Cost
This is how much in gc it takes for you to train a certain type of troop. Your offensive specialist and defensive specialist cost 350gc each, elites cost between 150gc and 1200gc, and thieves cost 600. Elite and specialist costs can be lowered by building Armouries. Thief costs can not be lowered.













Military >> Max
This number is how many of that particular troop you can train at this time. It divides the amount of money you have available by the cost of each troop, then looks at the amount of soldiers you have, and gives you the maximum number of each troop you can train. If you have more soldiers available than you can actually train due to money constraints, you'll have left over soldiers. If you have soldiers, but you have much more money, you'll only be able to train as many soldiers as you have.













Military >> Train
This is where you type in the amount of soldiers you wish to train. If you type in more than you can train, nothing happens, the screen changes, but no training starts. If you enter a number in one of the fields below and then click 'Train Military', some money and soldiers will be taken from you, and your troops will come in over the next 24 hours.













Military >> Release Forces
This is where you go if you decide your army is too big. It's usually only used if you decide mid game you'd rather convert a few hundred defensive units to elites, or your offensive units into elites, or thieves. Or if you get attacked quite a bit and are suffering for your army being very large compared to your peasant population.













Military >> Offense Points
The strength of your military is measured in points. Each military unit (except thieves) has different point values for the amount of offense and defense it has. The total of these values gives your raw offense points (abbr: raw op) and raw defense points (abbr: raw dp). Soldiers have 1 offense. Offensive Specialists have 5 offense (6 if Human). Offense values of elites range anywhere from 3 points to 7 points, depending on your race. The sum of the offense points of your soldiers, offensive specialists, and elites gives you the "Off. Points" number you see here. Many people also factor horses into their raw offense points, although the game doesn't include it in these numbers. Your modified offense (abbr: mod op) is calculated from your raw offense by including factors that affect offense points, such as fanaticism, aggression, dragons, personality bonuses, mercenaries/prisoners, barracks, honor, generals sent, and attack type. By dividing your raw or mod OP by your land you can find your raw or mod opa (offense per acre), a good measurement of province strength.













Military >> Defense Points
The strength of your military is measured in points. Each military unit (except thieves) has different point values for the amount of offense and defense it has. The total of these values gives your raw offense points (abbr: raw op) and raw defense points (abbr: raw dp). Soldiers have 1 defense. Defensive Specialists have 0 defense. Defense values of elites range anywhere from 2 points to 6 points, depending on your race. The sum of the defense points of your soldiers, defensive specialists, and elites gives you the "Def. Points" number you see here. Your modified defense (abbr: mod dp) is calculated from your raw defense by including factors that affect defense points, such as minor/greater protection, town watch, dragons, personality bonuses, forts, plague, fanaticism, and relations. By dividing your raw or mod DP by your land you can find your raw or mod DPA (defense per acre), a good measurement of province strength.













Monarch
A monarch (often used interchangeably with King or Queen) can be the one that holds together a kingdom or rips it apart. Everyone looks to the monarch for a good example, and the monarch is expected to keep the kingdom out of unnecessary wars, and to keep most of the people as happy and active as possible (though other people should also take it upon themselves to get others active in the forums). A monarch must be diplomatic. They must be able to defend their lands, take more via attacking or exploring, and be well defended in the area of thieving and magic attempts. Other things a monarch must do include declaring war, ceasefire surrendering/mutual peace/withdrawing, telling the kingdom of inactives, starting dragon projects, cancelling inactive vacation mode, assigning a page, naming the kingdom and choosing the kingdom banner, moderating the forums, and developing kingdom strategies. There are certain bonuses one gets for becoming a monarch. They include:
10% increase in your income, 10% Increase in your food & rune production, 10% increase in your military strength when defending your lands during hostile/war, and 10% increase in your magic & thievery effectiveness when defending your lands during hostile/war.
A kingdom may only have one monarch at a time. To vote for your kingdon's monarch, click 'Politics'. A monarch is given the title King or Queen instead of their regular honor rank.
If you are new to Utopia, it is recommended that you not run for monarch, but instead work closely with your current monarch to try to understand what his different tasks are.













Message from our Monarch
The monarch of a kingdom is able to change what displays here, to send a message to everyone as they log in. As time goes on, people tend to pay less attention to this message, but a monarch should try to change the message at least daily in order to try and keep people reading the message. With more important kingdom messages, it is better to instead message all of the provinces in your kingdom individually. More people will notice it. Your monarch is the province that shows up as red when you click 'The Kingdom' on the left.
Monarchs: you may change your monarch's message by clicking 'Politics' on the left. There is a 200 character limit on the length of the monarch's message.
This is an example of a typical monarch's message. The monarch of your kingdom in this guide felt it was important for you to know to read the forums (most kingdoms require it), and also wanted to let you know that the war you were in before is over now.













Money - Contributed by QuantumChaos
Your money, also called
gc (gold coins), is the current wealth of your province. You need money to do almost anything, whether it is draft soldiers, explore land, build buildings, maintain your troops, research science, pay for dragons, or send mercenaries to fight with your troops. The majority of your money comes from your peasants, which, at 100% employment give 3gc each. Aid, plundering, and the spell Tree of Gold can also be sources of income, and banks, the merchant personality, honor, the monarchy, and sciences can increase income. Despite the versatility and importance of the gc, it is not always an accurate measure of your power, which is better shown with networth.













Mystic Advisor >> "Our troops fight with enormously impressive strength (Estimated: x more Days)."
This indicates that you have either minor or greater protection cast on yourself. Minor Protection (abbr: mp), and Greater Protection (abbr: gp) gives a set 5% bonus to your defensive military efficiency for the duration of the spell. For example, if your defensive military efficiency was 100%, with protection it would be raised to 105%. If your defensive military efficiency was 120%, with protection it would be raised to 126%. Because of this, a province with 1000 defense points would instead have 1050 modified points while under the influence of this spell. This increase can often make the difference between losing acres and keeping them. It is highly recommended that all provinces keep protection active at all times. This spell lasts for a duration of 6 to 24 hours, before modifications. Minor Protection is available to all races. Greater Protection is available to Avians and Elves.













Mystic Advisor >> "Our lands are protected by dense fog (Estimated: x more Days)."
Fog increases the attack time of any army assaulting your lands. By delaying the return of your opponent's armies, you and your kingdommates may gain significant time to perform operations and retaliatory strikes before his military returns. Fog normally delays an army an extra 2 Utopian days. This spell lasts for a duration of 6 to 16 Utopian days. Fog is available to Elves, Faeries, and Undeads.













Mystic Advisor >> "A shield protects us from the black magic of our enemies (Estimated: x more Days)."
Your basic magic defense is calculated by the amount of wizards you have per acre, or WPA. Magic Shield (abbr: ms) adds a bonus to that calculation, making it more difficult for your opponents to cast spells on you. This spell lasts for a duration of 6 to 20 Utopian days, before modifications. Magic Shield is available to all races.













Mystic Advisor >> "Our land is protected by a Mystic Aura."
Mystic Aura (abbr: ma) spell causes the next hostile spell cast on your province to automatically fail. Mystic Aura has no duration; it lasts until the next spell attempt on your province. When someone tries to cast a spell on someone with mystic aura, they will not only fail, but there will be a small explosion that will kill some of their wizards. Mystic Aura is available to Elves and Faeries.













Mystic Advisor >> "Our crops grow impressively in our fertile lands (Estimated: x more Days)."
By casting Fertile Lands (abbr: fl), you can increase the food production of your province by an additional 25%. This spell lasts for a duration of 6 to 20 Utopian days, before modifications. Fertile Lands is available to all races.













Mystic Advisor >> "Our land is blessed by nature (Estimated: x more Days)."
Nature's Blessing (abbr: nb) protects your province from the hostile spells Drought and Storms. Nature's blessing will not cancel out droughts or storms that are already on your province. The duration of Nature's Blessing is between 8 and 20 Utopian days. In addition, it also has a 20% chance of curing the Plague when cast. It doesn't not have a 20% chance of curing the plague every hour that it is active, only when it is cast. Nature's Blessing is available to all races.













Mystic Advisor >> "Our people feel at peace (Estimated: x more Days)."
Love and Peace (abbr: l&p) increases the base birth rate of your province, thus increasing the speed at which you produce peasants. It increases your birth rate from approximately 2.5% per hour to approximately 3.25% per hour. This spell is useful at any time your current population is less than your maximum population, especially at the beginning of the round. The duration of Love and Peace is between 8 and 20 Utopian days. Love & Peace is available to all races.













Mystic Advisor >> "Our armies are blessed with incredible speed during our next battle."
A very useful spell for attackers, Quick Feet (abbr: qf) decreases your attack time for your next attack to approximately 85% of its normal time. Quick Feet is available to Elves and Humans.













Mystic Advisor >> "Our builders work with haste (Estimated: x more Days)."
Builder's Boon (abbr: bb) decreases the amount of time needed to complete buildings by 10%. The duration of Builder's Boon is between 8 and 20 Utopian days. Builders' Boon is available to all races.













Mystic Advisor >> "Our army is inspired to train harder (Estimated: x more Days)."
Inspire Army (abbr: ia) decreases both your daily military expenses and your troop training time. Inspire army lasts for between 8 and 16 Utopian days, before other modifications. Inspire army reduces maintenance costs by 15% and reduces training time by 20%. Inspire Army is available to all races.













Mystic Advisor >> "Our armies are surrounded by a cloud of anonymity for our next battle."
Anonymity (abbr: anon) masks your identity for one attack. Your target's news and paper will record your attack as "As Unknown Province from xx:xx" (with xx:xx being your kingdom number), thus making it more difficult for opponents to retaliate. It is still possible to find out who the attacker was, but it requires much more effort to do so. If you attack with anonymity cast, you will not gain any honor, but person you attacked will not be able to retaliate with an ambush. This spell remains active until your next attack. Anonymity is available to Elves, Halflings, and Humans.













Mystic Advisor >> "Our thieves benefit from partial invisibility (Estimated: x more Days)."
By giving your thieves a 10% bonus to their operations, invisibility allows you to extend the abilities of your thieves beyond their normal limits. Invisiblity does not help you defend yourself from thieves. Invisibility lasts for 8 - 16 Utopian days before other modifications. Invisibility is available to all races.













Mystic Advisor >> "Our police have Clear Sight (Estimated: x more Days)."
Clear Sight (abbr: cs) gives you a 25% chance to catch any thieves in your province, regardless of the TPA of the opponent. When added to the benefits of Watchtowers, this spell can make conducting operations on your province very difficult indeed. Clear sight lasts for 12 - 24 Utopian days before other modifications. Clear Sight is available to Elves and Faeries.













Mystic Advisor >> "War Spoils give us quick returns on our attacks (Estimated: x more Days)."
Under normal circumstances, any land you gain in combat is not added to your acre total until after your army returns. By casting War Spoils (abbr: ws), the acres you gain are added immediately after a successful attack. It is sometimes a bad idea to cast war spoils if a considerable portion of your defense is out, because retaliations on your province will be larger. However, War Spoils does make you immune to Ambush attacks during its duration. War spoils will not bring you land that you gained before casting it. Your military will still take the set amount of time to return home. War spoils lasts for 2-8 Utopian days before other modifications. War Spoils is available to Elves, Halflings, and Undeads.













Mystic Advisor >> "Our army fights with fanatical fervor (Estimated: x more Days)."
Fanaticism (abbr: fanat) gives a 5% bonus to your attack points, but has two distinct drawbacks. First, your armies' gains will be reduced by 10%. Second, you suffer a 5% penalty to your defense points for the duration of the spell. Fanaticism lasts for 2-8 Utopian days before other modifications. Fanaticism is available to all races.













Mystic Advisor >> "Our students benefit from focused minds (Estimated: x more Days)."
Mind Focus (abbr: mf) increases the amount of points gained from research by 10%. Mind Focus lasts for 12-24 Utopian days before other modifications. Mind Focus is available to all races.













Mystic Advisor >> "Our peasants will help defend our lands. (Estimated: x more Days)."
Town Watch (abbr: tw) makes each of your peasants worth .1625 defense points for the duration of the spell. As a downside, your peasants will suffer significant losses during any attacks on your province. Town Watch lasts for 8-12 Utopian days before other modifications. Town Watch is available to Avians and Elves.













Mystic Advisor >> "Our soldiers fight with unique aggression (Estimated: x more Days)."
Aggression increases the value of your soldiers for offense, making each of them worth 2 offense points. It also decreases their value on defense, making them wroth 0 defense points for the duration of the spell. Aggression lasts for 10-14 Utopian days before other modifications. Aggression is available to Avians, Elves, and Orcs.













Mystic Advisor >> "We will be able to raise our dead during our next battle."
Animate Dead (abbr: ad)takes 50% of the casualties you suffer in defense of your lands and restores them to life as basic soldiers. Animate Dead only affects a single attack on your province. Animate Dead remains on your province until you are attacked or it is removed with Mystic Vortex. Animate Dead is available to Elves and Faeries.













Mystic Advisor >> "Our lands will reflect some spells cast upon us (Estimated: x more Days)."
Reflect Magic (abbr: rm) serves as additional magic defense. Each spell successfully cast on your province has a 1 in 5 chance of being reflected back on its caster while Reflect Magic is in effect, which is usually between 10 and 14 Utopian days. Reflect magic will not bounce between two provinces that both have it cast. Reflect magic also has a chance of bouncing back spells cast by kingdommates, including self-spells. If a harmful spell is bounced back at someone during hostility, they will move their kingdom's hostility meter, not yours. If you reflect a land lust spell back on someone, the land will be destroyed instead of being added to your province. Reflect Magic is available to Elves, Halflings, Humans, and Undeads.













Mystic Advisor >> "Shadowlight protects our lands from thieves."
Shadowlight (abbr: sl) allows you to know the identity of the next province to attempt thievery operations against you, but does not aid in catching the theives. It only works on the next attempt, and does not prevent the success of the operation. Shadowlight lasts until someone attempts or does a thievery operation on you or dissipates the spell with Mystic Vortex. ShadowLight is available to all races.













Mystic Advisor >> "Our people are feeling extremely patriotic (Estimated: x more Days)."
Patriotism (abbr: pat) allows you to increase the speed at which you draft peasants into your military by a factor of 1.3, and gives partial protection from the propaganda thievery operation. At the normal draft speed, instead of only being able to draft up to 1% per utopian day, you will instead draft up to 1.3%. Patriotism will weigh a heavy toll on your income, though, as more money is spent on drafting soldiers. Patriotism lasts for 8-14 Utopian days. Patriotism is available to all races.













Mystic Advisor >> "Storms currently ravage the lands (Estimated: x more Days)."
Storms is useful if you are tring to take all of someone's peasants, to either prevent them from attacking or even possibly peasant-kill them. This spell reduces birthrates to a crawl. Normal birthrates are 2.5% of your population per Utopian day, this spell reduces it to 0.75%, or 1.60% with Love and Peace cast. This prevents someone's peasants from multiplying when you are trying to kill them. Storms is most effective when combined with kidnapping and arson, and the spells fireball and meteor showers. If someone has droughts cast on their province, and you cast storms, the droughts will be cancelled, but they will still get storms. If the target has nature's blessing, droughts will have no effect. Storms has a duration of 7-14 Utopian days. Storms is available to all races.













Mystic Advisor >> "A drought plagues our fertile lands (Estimated: x more Days)."
Droughts is used to starve a province. When a province starves (runs out of food), its military will be released little by little each hour. Droughts reduces food producton to 75% of normal and kills off a small percentage of the target province's horses. This spell is most effective when used with the spells Vermin and Explosions, the thief operations Rob Granaries and Torch Farms, and also dragons and the plague. If someone has storms cast on their province, and you cast droughts, the storms will be cancelled, but they will still get droughts. If the target had nature's blessing when droughts was cast, the droughts will have no effect. Droughts has a duration of 10-15 Utopian days. Do not cast this spell on Undeads. It will have little effect. Drought is available to all races.













Mystic Advisor >> "Vermin snack on our food, causing great decay (Estimated: x more Days)."
Vermin increases the decay rate of your food. If your net food production is negative, this means that it will speed up how quickly your province starves. Your food decay rate is increased from 1% to 6% per Utopian day. When a province starves, its military will be released little by little each hour. This spell is most effective when used with the spells Drought and Explosions, the thief operations Rob Granaries and Torch Farms, and also dragons and the plague. Vermin has a duration of 10-15 Utopian days. Do not cast this spell on Undead, it will have no effect. Vermin is available to Elves and Halflings.













Mystic Advisor >> "Our army has become greedy and demands more money (Estimated: x more Days)."
Greed causes an enemy's military maintenance and draft costs to go up by 25%. This spell is most effective when used after killing off a large portion of someone's peasants, casting storms, and with the thievery operation 'Incite Riots'. Greed lasts for between 8 and 16 Utopian days. Greed is available to all races.













Mystic Advisor >> "Meteors rain across our lands (Estimated: x more Days)."
Meteor Showers (abbr: ms) is used to weaken a province, especially attackers. Every Utopian day, for the duration of the spell, the target province, will lose up to 3% of its troops and peasants. Keeping this spell on a province continually will be devastating after a Utopian Month or two. This spell is most effective when used with the spells Pitfalls and Nightmares, and with the Night Strike thievery operation. Meteor Showers has a duration of 4 to 12 Utopian days. Meteor Showers can be cast only during hostility or war. Meteor Showers is available to Elves and Faeries.













Name (Leader)
This is the name you chose when you created your account. As you get to know your kingdommates better, this will possibly become the name that they refer to you with.













Net Change Yesterday
This column shows the income, military expenses, building expenses, draft costs, food production, food consumption, food decay, net food gain/loss, peasant gain/loss, runes produced, runes decay, and net rune production in the last Utopian day.













Net Change This Month
This column shows the income, military expenses, building expenses, draft costs, food production, food consumption, food decay, net food gain/loss, peasant gain/loss, runes produced, runes decay, and net rune production since the start of the Utopian month.













Net Change This Month
This column shows the income, military expenses, building expenses, draft costs, food production, food consumption, food decay, net food gain/loss, peasant gain/loss, runes produced, runes decay, and net rune production during the last Utopian month.













Net Change (in food)
This is equal to your food produced minus food consumed and food decayed. Try to keep this above 0.













Net Change (in gc)
This is the amount of money that you made to spend. It is equal to your base income minus military and building expenses and draft costs.













Net Change (in runes)
This is equal to your runes produced minus runes decayed.













Networth
Networth (abbr: nw) is the most common measurement of the overall strength of a
province or kingdom. Its value depends on many factors: troops, peasants, land, buildings, science points, and money. When a value is given to each of the previously mentioned factors according to the bonuses and potential of each, and added together, the resulting number summarizes the power of the province. In that regard, your province's networth is similar to a business' networth. Networth is used to calculate trade balances and honor gains in attacks. The cumulative networth of your kingdom decides which kingdoms you may declare war on or send a dragon at, and also the cost of killing a dragon. You can find provinces ranked by networth on the "World" page. See also: The networth formula













Networth Formula
(1*
Peasants) + (1.5*Soldiers) + (5.5*Specialists) + (4*Wizards) + (4*Thieves) + (8.8*elites) + (15*Total Acres) + (40*Built Acres) + (0.001*gold) + (Science Points/80)
See also: Networth














News >> Aid
You see this symbol when one province sends aid to another. You can send aid by clicking "Aid" on the side menu. The amount of aid sent is often a good indicator for kingdom activity and unity.













News >> Attacks Against our Kingdom
This means someone from outside your kingdom has attacked one of your kingdommates. This is usually a bad thing. It normally does serve as an indicator about which provinces have low defense, though. The attack may or may not have been successful, but in either case you should make note of the attacker's name and location. Being a vigilant member of your kingdom can help you anticipate wars, monitor activity, and conduct proper retaliation for attacks on your kingdommates.













News >> Attacks by our Kingdom
This symbol means that someone in your kingdom has attacked a province in another kingdom. Utopia is a game of growth and war, and attacks are the way acres are gained through combat. Every type of attack by your kingdom is represented by this symbol, including failed attacks.













News >> Deaths and Defections
This symbol is attached to news informing you of the death of a province in your kingdom, or of someone defecting to or from your kingdom. When a province dies, unless it was deleted by Mehul or attacked at least 5 times successfully by kingdommates, it will have the option to restart in the same kingdom.













News >> Dragon
This represents news pertaining to a dragon, whether it has been sent by an enemy to hurt your kingdom or whether your kingdom is planning on sending one to an enemy. The news you will see will be when your kingdom starts a dragon, when a dragon project is cancelled, when the funding for the dragon is complete, when a dragon from another kingdom reaches yours, or when a dragon attacking your kingdom has been killed.













News >> Intra-Kingdom Conflict
Intra-Kingdom conflict is inevitable. Unless you are blessed with a kingdom full of 25 active provinces, Intra-Kingdom conflict will be necessary to remove inactive players. Depending on the situation, you may even have to remove an active player by force if they are being a detriment to kingdom unity. This symbol indicates that one of the provinces in your kingdom has attacked a kingdommate. Attacking in-kingdom only leaves the attacker with 20% of the land taken from the kingdommate, and is therefore neither a fruitful nor dependable strategy. The only allowed intra-kingdom attacks are raze and traditional march. Raze does more damage to larger kingdommates, but traditional march is more effective with the smaller ones.













News >> Relations
All kingdoms have the capacity to enter into official relations with other kingdoms. Should your king choose to declare war or ceasefire with another kingdom, or relations are cancelled due to war, this symbol will indicate the change in official relations. Also, should hostilities turn into war, that change will also be noted in your kingdom's paper with this icon. Different relations provide certain bonuses and incur certain penalties upon your kingdom. Your monarch controls the war and ceasefire relations, while your kingdom controls unfriendly/hostile relations.













Offensive Specialists
Offensive Specialists (abbr: offspecs) are troops trained specifically for offense. They provide 5 offense points and 0 defense (written 5/0). The name of the offspec depends on your race: Harpies for Avians, Warriors for Dwarves, Rangers for Elves; Magicians for Faeries; Spearmen for Halflings; Swordsmen for Humans; Goblins for Orcs; Skeletons for Undeads. Elites help with defense too, and provide more offense in some cases, but are MUCH more expensive. One offspec adds 5.5 gc to your networth. Offspecs are trained from soldiers, at a base cost of 350 gc. You must pay 1.5 gc per Utopian day for every offensive specialist in maintenance costs. If you have recently attacked with an offspec, it will help you defend from an ambush attack.













Peasants - Contributed by QuantumChaos
Peasants are more important than
money. They determine your military and building efficiency, pay 3 gc each hour at 100% employment, and may be drafted into soldiers. Your peasants, along with the army, thieves and wizards you have employed make up your total population. Because of this, the number of peasants you can have depends on the available space in your province. You can increase that space by gaining land, building a building (homes give the most space), gaining honor, or increasing your population science. Having too few peasants can cause low building and military efficiency and income. Too many peasants gives low employment. Unemployed peasants do not generate income. Peasants increase at a rate of about 2.5% per Utopian day until you reach your maximum population, but that rate can be increased by hospitals, a race bonus or a spell called Love and Peace.













Peasant-Kill - Contributed by BigJon1 and Secretz
Peasant-Killing (abbr: PK) is one of the two ways to kill a province; the other being when a province loses all of its land. A peasant-kill happens when a province loses all of its peasants. The secret to peasant killing is to ensure that the target's maximum population is the same size or smaller than the size of its army (including wizards and thieves). This causes overpopulation and the peasants leave the province. Once the province has 0 peasants, it dies. Peasants-Killing is extremely difficult, and requires the coordination of many provinces. The most useful attacks and thievery/magic operations when attempting a peasant-kill are kidnapping, fireball, tornadoes, arson, storms, and the raze attack.













Peasants Gained/Lost
This is the number of peasants that have either settled your lands or left. An increase in peasants is green, while a decrease is red.













Personalities
Your Personality, like your race, is a way to further personalize your province. There are 9 personalities altogether: Freak, General, Merchant, Mystic, Rogue, Sage, Shepherd, War Hero, and Warrior. Each individual personality has its advantages and its disadvantages. A Human Merchant, for example, would be better at producing and keeping his or her gold, whereas a War Hero would be better at attacking others for their land. Unlike races, there are no personality disadvantages. Some personalities compliment certain races better than others.













Personalities >> Freak
The Freak personality's main 'advantage' is large randomness in attacks. This means that if you were to attack a freak, his defense could be 200% of normal or 50% of normal (the actual numbers are not known). This randomness is usually for the better, but it could be for worse. Experienced players prefer not to attack freaks because they cannot be sure how much defense their opponent will have. This is the least popular personality. Freak can be played with any race, to the same effect. The elite bonus provided by the freak personality is that elites only take up 0.8 population units instead of 1. This means you can fit many more elites on your land, increasing your defense and offense.
If you are a Freak, your leader name has 'the Crazy' added to the end of it.













Personalities >> General
The General personality gains 50% effectiveness on the Crystal Ball, Crystal Eye, Survey, Spy on Military, and Spy on Sciences operations, as well as the ability to conquest any size province in war, hostility, or peace, and to have a more effective conquest attack. Having a more effective conquest attack means that a general can do more damage to a bigger province, and gain a reasonable amount of land through the conquest attack. The 50% more effective intelligence gathering ops (CB, CE, Survey, SoM, etc) means that less mana and stealth is wasted failing intelligence-gathering operations on people. The elite bonus provided by generals is that only half as many elites as would normally die are lost in combat. This is especially useful for elite-dependant races that lose more troops in combat, such as faeries, avians, and orcs.
If you are a General, your leader name has 'The Great' added to the beginning of it.













Personalities >> Merchant
Merchants are most useful to people who want to generate a lot of money. Merchant's income is increased by 15%. Additionally, merchants cannot have riots, fools' gold, or income penalties from plague or dragons. Because a merchant is immune to all income penalties, a merchant's peasants will always produce at least 3 at 100% employment. Merchant works best with the Human or Dwarf race. The elite bonus from the Merchant personality is that every 20 elites fill one extra job for the province. This is useful because most of the time, there will be more jobs than peasants, resulting in a low building efficiency. By having elites fill jobs, a merchant's building efficiency is raised, making their province stronger overall.
If you are a Merchant, your leader name has 'The Wealthy' added to the beginning of it.













Personalities >> Mystic
Mystics are very useful for those who wish to focus on magic. Mystics train wizards 2 times faster than a normal province and also generate 20% more runes per Utopian day. This means that outside of war, mystics can train up a large spellcasting force in a short amount of time, and in war they can cast spells more often with their higher rune production. Mystic goes best with Faery and Elf. The elite bonus provided by the Mystic personality is that every 10 elite units produce 1 rune per hour.
If you are a Mystic, your leader name has 'the Sorceror/the Sorceress' added to the end of it.













Personalities >> Rogue
The Rogue personality is most useful for thieves. Rogues have access to all thievery operations (including the Halfling operations and Rogue-only operations) and generate 4% stealth per hour instead of 3%. This means that a Rogue can run more thievery operations during war than a normal province, and also has access to operations that could do more damage to an opponent. Rogue works best and is used most with Halfling or Faery. As an elite bonus, every 10 elites at home function as 1 extra thief for defending from other thieves.
If you are a Rogue, your leader name has 'the Rogue' added to the end of it.













Personalities >> Sage
The Sage is a useful personality for both attacker and explorer. Science research costs are lowered by 40%, which, combined with schools and mind focus can allow for very fast researching of sciences. Additionally, Sages are immune to the plague. Sage works well with Dwarf, Avian, and Human, among others. Every 15 Sage elites generate 1 extra science point every Utopian day.
If you are a Sage, your leader name has 'The Wise' added to the beginning of it.













Personalities >> Shepherd
Shepherds are useful for both attackers and explorers. Shepherd bonuses are that the province generates 4 bushels for every acre of land, and research, exploration, construction, and troop training is all 30% faster, meaning that a Shepherd can grow quicker than other personalities. The extra food generated means that a shepherd does not need to build as many farms to feed his population. The 4 bushels are affected by sciences and fertile lands as well. Speeding up everything by 30% is useful but doesn't help as much as one would expect. Shepherd goes especially well with dwarf and human. Every 3 Shepherd elites generate 1 extra bushel of food.
If you are a Shepherd, your leader name has 'The Humble' added to the beginning of it.













Personalities >> War Hero - Contributed by QuantumChaos
War Heroes get +50% effectiveness from honor bonuses, and have 1 extra general. This is very useful for all attackers who hope to do well first by getting high honor and then growing. This is especially easy because the War Hero's extra general allows for more attacks or gives the 1.05 offense bonus. War Hero works best with nearly any attacking race, including Avian, Undead, Orc, and Dwarf. Every 25 elites sent to battle by a War Hero will return with 1 extra prisoner.
If you are a War Hero, your leader name has 'The Heroic' added to the beginning of it.













Personalities >> Warrior
The Warrior personality is most useful if you are an attacker. If you plan on exploring/paradising and not attacking (you should do one or the other, not both), then you should not be the warrior personality. Other personalities will be more helpful. The benefits of the warrior personality are: you can send 1 mercenary for every 4 troops (instead of the normal 5), mercenaries cost only 300
gc (instead of the normal 600 gc). Warrior works best with Orc, Human, Avian, or Undead. Warrior's gains increase when they send more elites into battle. A 100% elite army will gain 15% more in combat.
If you are a Warrior, your leader name has 'the Warrior' added to the end of it.













Politics >> A Vote
A vote is a show of confidence for a province in your kingdom. A province who has earned at least half of the votes in the kingdom (or 3 if the kingdom has less than 6 provinces) receives the title, bonuses, and responsibilities of the kingdom's monarch. Every province has at least one vote that they may they cast on any province in their kingdom. For every rank above Knight, a province gains an additional vote, or 1.5 additional votes if they are a War Hero.













Politics >> Your vote for Monarch - Contributed by Brihard
This selection box is where you choose who you want to lead your kingdom as king. Your vote is recorded on the page for anyone in your kingdom to view. Choosing a monarch is a vital part of being a kingdom, so make sure to vote for a good candidate. A lot of new players will vote for themselves. It is much wiser to vote for the current monarch, or if none is established, to discuss your playing style and goals in the forums if you wish to gain votes from your fellow teammates. Many people forget to set their vote at the beginning of the age, and their vote will not count if they go inactive for extended periods of time. You gain an additional vote for every honor rank above Knight, but you may not vote for multiple people with your votes. You can only vote for one person.













Politics >> The kingdom's current Monarch
This lets you know who the current king or queen is. You can also determine who is the monarch by clicking 'The Kingdom' and looking under the Rank calumn for the person labelled 'King' or 'Queen'. In this case, your monarch is TheKingOfYourKingdom (0:0).













Politics >> Minimum Votes Needed to be Elected - Contributed by Brihard
This is the lowest number of votes a person must have to become the monarch. It makes sure that whoever is chosen truly does have support from a large portion of the kingdom, and prevents the easy switching of a kingdom between monarchs so that more provinces can have kingdom management privileges. This number is equal to half of the total number of votes, or 3, whichever is greater.













Politics >> Having over 50% of your kingdom's networth also gives you control of the Monarchy - Contributed by Brihard
If by chance someone's networth is at least half of the kingdom networth, then their vote and their vote only decides who is the monarch. He can vote for himself, or vote for someone else. Regardless, his vote will determine it if this is the case. This is a very rare occurance.













Politics >> Your Vote - Contributed by Brihard
This shows whether the other provinces in your kingdom have voted. It allows you to keep track of who is more active in the kingdom. Three dashes indicate that the person has not voted for anyone. When a non-monarch province votes for himself or herself, people tend to view that province as inexperienced and not a team player.













Politics >> # of Votes - Contributed by Brihard
This is the number of votes each province is entitled to. It is possible to gain an additional vote for every rank above knight (1.5 additional votes for war heroes). This simply shows how many votes your selection is worth. For most people it will be 1. For dead provinces, it is 0.













Politics >> Votes For - Contributed by Brihard
This shows how many votes for monarch a person has received. It's an easy way of seeing how many people are voting for a person. To become monarch, a province needs votes from at least half of the kingdom.













Politics >> "---"
This means either that this province has not voted for anyone, their province is dead, or they have been inactive for five days. It is recommended that you do vote for someone, most likely your current monarch if there is one.













Politics >> 0 (# of votes)
This means that the province is dead, and therefore has no vote for monarch.













Politics >> Voting for Oneself
When a province votes for themself when there is an already established monarchy, it says a few things, none of which are good. First, it says that the province is not aware of what is going on in the kingdom. It also says that the province is not a team player, and is probably rather selfish as a result. Additionally, it shows that they are not familiar with Utopia, because they don't even understand how a monarch is elected. Of course, there are a few times when an experienced province may vote for themself when they are not king, but it is a rare occurance. Usually, if someone has a vote for them and is not king, they are voting for their own province.













Population
Your population is the sum of your peasants, soldiers, offensive specialists, defensive specialists, elites, thieves, wizards, and troops in training. If your population exceeds your maximum population, you will lose peasants, or if your maximum population is low enough, military. If your military population becomes much larger than your peasants population for a few days, your military efficiency will drop.













Preferences >> Defecting
"Here" is where you click for the option to change kingdoms. You lose roughly 15% of EVERYTHING you have: money, army, land, etc. You only want to defect under extreme circumstances, such as your kingdom and you don't get along, or you think you'd have more fun in another kingdom. All kingdoms go through rough times, and defecting often offends your friends. Do not defect if your kingdom is going through some rough times, such as losing a war or a power struggle. It is much better to work out your problems with your kingdom in a peaceful manner. You can defect once per Utopian month, and a total of three defections.
There is an occasional bug in utopia where a defecting province lands up in the same kingdom again. It is difficult to avoid this, and it is one more factor to consider before you defect: Don't burn your bridges behind you, because if you land in the same kingdom again, you may lose your province.













Preferences >> Change Your Password
Changing your password occasionally is a wise security measure. Just don't let it be similar to your username. You should change your password about once every month.













Preferences >> Current Password
You put your current password here, to verify that you are the one who owns the account, and then you put your new password underneath and click 'Set New Password' to change your password.













Preferences >> New Password
Put your new password here, and the current one above and then click 'Set New Password' to change your password.













Preferences >> Delete Your Account
If you do not wish to play Utopia, or you wish to start over with a new province in a new kingdom, you must delete your account. You should think very carefully before deleting, though. It is immediate and permanent. you cannot be reinstated in the same kingdom. To delete your province you need your password and the name you used when you signed up. If you wish to stay in the same kingdom, and time is frozen because it is the start of a round, you should reset your account and not delete it.













Preferences >> Your Password
This is required as one of two things to delete your account. After you delete your account you can't make another one in 24 hours. Deletion is permanent and immediate, so think for a few days if it is really worth it to you.













Preferences >> Your First and Last Name
Provide your first and last name to delete your account. This is the name you provided when you signed up. Deletion is immediate! Think about it before you do it.













Preferences >> Vacation Mode
If you are going to be unable to log on for four or more days, it would be wise to enter vacation mode. In vacation mode, your province does not grow at all, but you cannot be attacked, or have magic or thief operations on you. You also won't be automatically deleted if you are gone for more than two weeks. It takes 24 hours for vacation mode to take effect. During this time you may not thieve, attack, or cast offensive spells on others (including kingdommates). If you do thieve, cast spells on others, or attack during this time, your request for vacation mode will be cancelled, and you'll have to return to your preferences and click 'Enter Vacation Mode' again. Vacation mode is only cancelled if you succeed with your spell/thief attempts.
Players who were unable to strategize on their own at one point would create new proinves and then enter vacation mode with them, and they would remain in a kingdom until the end of the round. To prevent this, there is a feature that lets the monarch cancel someone's vacation mode after 3 days.
Some people will not enter vacation mode so they can generate money and runes while they are gone. It is recommended that you talk to your monarch first and have him or her check to make sure your province will be well-fed and well-defended.













Preferences >>"This action cannot be undone"
This isn't true. To cancel vacation mode, you need to either attack, or successfully thieve or cast a spell on someone else.













Prisoners
Prisoners are enemy troops that you capture when you attack someone else. They are held in dungeons. Dungeons have a capacity of 50 prisoners each. Prisoners are helpful when attacking. Like mercenaries, they may be sent to combat, where they fight with 3 offense points. One prisoner may be sent with every 5 troops (4 if you have the Warrior personality) other than mercenaries, generals, or horses. It is better to send prisoners to battle than mercenaries, because mercenaries cost money, while prisoners are free, and serve little purpose while at home.
You lose half of the prisoners that you send out on an attack. Prisoners can be lost either in combat, when there are not enough duneons to hold them, or when their province has the plague.













Provinces
The domain that you manage is called your province. Other people have their own provinces. Provinces (abbr: prov) are grouped into teams called kingdoms, which are then grouped into islands.













Province Name
Your
province has its own name. That name is unique to your province. You also have your own ruler name. It is often difficult to locate people with just their province name. for that reason, when not talking with kingdommates and you want to say what your location is, you should also give your kingdom number. You use your real life name in the same way. When talking with friends or family, if you were to refer to yourself in the third person, you would just say your given name, and people would know it was you. When talking with strangers, you'd use your full name, though, so that they can distinguish between you and all the other people they know with the same name. Before Utopian time starts at the beginning of the round, you can change your province name, if you wish.













Race
Races and personalities are very important. Each
province leader is allowed to choose his or her race. Each race has multiple bonuses and penalties, meaning that each race requires a unique strategy. There are 8 races: Avians, Dwarves, Elves, Faeries, Halflings, Humans, Orcs, and Undeads. It is a good idea to choose whether you want to be a thief, mage, or attacker (or possibly a combination if you are more experienced) before you choose a race. You may have already chosen one. Don't worry if it is not the best race for your strategy. Just be smart and think about what you are doing, and you'll do fine. You can find many strategies at www.UtopiaTemple.com, or in the Utopia Strategy Boards.













Races >> Avians
Avians (abbr: Av) are one of the strongest and most popular attacking races. A successful Avian player usually makes a few small grabs in a day, taking advantage of the attack speed bonus of their race. The Avian bonuses are: -25% attack time, +1 Defensive Specialist Strength (from 5 to 6 points), and +75% Birth Rates. The Avian penalties include 15% higher military losses in combat, and -10% building efficiency. The +1 bonus to defensive specialists is a major bonus, making Avians much more difficult to attack. The birthrate bonus is useful at the beginning of the age, but dwindles in usefulness as the age progresses and growth slows. The penalties are fairly minor, and don't have much of an effect on their performance, although the high elite losses hurt since most Avians will want ot attack with elites. The Avian elites are the 6/4 Drakes, which costs 800gc to train. Because the Drakes has only 4 defense, avians need not convert their defense into elites, since those troops will remain home at all times. Effective personalities to go with Avian are War Hero, Warrior, or Merchant. The spells available to Avian not allowed to all races are: Greater Protection, Town Watch, and Aggression.













Races >> Dwarves
Dwarves (abbr: Dw) are one of the least popular races to play, but fare decently anyways. Their bonuses include -50% construction time, +20% income, +20% Building Efficiency. This means they can build up a strong province with spare cash and more effective buildings. Their penalties include +25% Food consumption and -20% magic effectiveness. These penalties are rather minimal, since the 20% building effectiveness can balance them both out. Either way, Dwarves usually find themselves building extra guilds and farms to make up for the penalties. The Dwarf elites are the 5/5 Berserkers, which costs 1000gc to train. If he can handle the high maintenance costs, a Dwarf will try to convert his offense into elites, but not his defensive specialists, since they cost less to train and maintain. An effective personality for Dwarf is the Shepherd or Merchant. There are no spells for Dwarf that are not allowed to all other races.













Races >> Elves
Elves (abbr: El) can be used as an attacking or exploring race. An Elf usually explores, attacks, or paradises between 50 and 100 acres daily, and trains most of their troops into defensive specialists or thieves, and attacks with their elites. Elf bonuses include Access to All Spells, +1 Mana Recovery per Utopian Day, -50% Military Maintenance. The Elf penalties are -5% Maximum Population and +35% Explore Costs. Accesss to all spells is useful, and the +1 mana recovery does make casting many self spells easier, but the explore cost penalty makes growth difficult if they do intend to explore. The way around this is to play as Mystic and cast Paradise frequently or to attack. Mystic is the most popular personality to go along with Elf. The Elf elites are the 6/2 Elf Lords, which costs 900gc to train. Because the Elite is so weak defensively, Elves want to keep their defensive specialists to provide their defense. Should an Elf choose to be an attacker, then training offensive specialists into elites would be wise to boost their offense or the amount of defense they have at home when their military is home. The military mainenance bonus makes having more elites easier for Elves. The spells available to Elf not allowed to all races are: Greater Protection, Fog, Mystic Aura, Tree of Gold, Quick Feet, Anonymity, Clear Sight, War Spoils, Town Watch, Aggression, Animate Dead, Reflect Magic, Vermin, Amnesia, Nightmares, and Meteor Showers.













Races >> Faeries
Faeries (abbr: Fae) are a vicious thief or mage race. Faeries usually make a medium-speed start, and usually stay in pace with the other races through the round. Faery bonuses include +50% magic effectiveness and +1% stealth recovery per hour. This makes Faery a very dangerous race in war as a mage. Faery penalties include -20% thievery effectiveness. Once more, this means that Faery are slow grower at the beginning. Once they get their income up, and build up a decent amount of sciences, though, they grow at a much quicker pace. Some effective Faery personalities are rogue or mystic. With the rogue personality, thieves take advantage of easy thievery targets and 5% stealth per hour to steal extra resources. The Mystic personality can be used to capitalize on the extra magic effectiveness to wreak extra havoc against enemies. The Faery elites are the 3/6 Beastmasters, which costs 1200gc to train. Their elite is useful to train once the Faery is earning enough money to do so. The spells available to Faery not allowed to all races are: Fog, Mystic Aura, Clear Sight, Animate Dead, Amnesia, and Meteor Showers.













Races >> Halfling - Contributed by QuantumChaos
Halflings (abbr: Ha) make very good thieves. Halfling explorers usually explore between 40 and 150 acres monthly (but talk to your monarch about how you should grow). Some dedicated thieves will slow or stop exploring to focus more on thievery. In wars, they devastate the enemy with kidnapping, night strike, and other thief operations. They do not make great attackers. Halfling bonuses include -50% thief losses, -40% construction costs, +50% thievery effectiveness. These bonuses make for a very effective thief. Their disadvantages are -10% Gains on Attacks and -15% Birth rates. These penalties are negated when growth slows later in the age when growth slows, since a Halfling will rarely be an attacker. Their elites can make play difficult. The Halfling elites are the 5/4 Half-Giants, which costs 150gc to train. The Half-Giants (abbr: hg), the provides little defense or offense, so all-elite armies may not be the best option for a Halfling, but early in the age can be trained inexpensively to provide defense when most provinces can't afford to train troops. The personality the goes best with Halfling is Rogue. The spells available to Halfling not allowed to all races are: Anonymity, War Spoils, Reflect Magic, and Vermin.













Races >> Humans
Humans (abbr: Hu) are a very versatile
race. They tend to make a good start thanks to their offensive specialist bonus, and usually maintain their position in the world rankings. The Human bonuses are: +30% maximum science, -20% exploration costs, and offense specialists have +1 strength. This means that humans are great with sciences, and therefore reach their prime once they have done lots of research. The penalties are +20% military maintenance, and -1% mana regeneration. This means that attacking or thieving could probably be your strong point, but most likely attacking. The low mana regeneration makes doing significant magic damage in a war difficult, especially with only the standard offensive spells. It is much better to take advantage of the self spells to launch powerful and quick attacks. The Human elites are the 4/6 Knights, which costs 1000gc to train. Once a Human can afford it, he should train his defense specialists into elites. Effective personalities to go with Humans are Warrior, War Hero, or Sage. The spells available to Human not allowed to all races are: Quick Feet, Anonymity, and Reflect Magic.













Races >> Orcs
Orcs are a hardcore attacking race. The weak defense of the Orc elite means that an Orc must also build defensive specialists to defend their land. Orc bonuses include +15% gains when attacking, +10% enemy losses, and 50% draft costs. These bonuses do help to make Orcs better attackers, but only in the sense that they do more damage to the enemy instead of gaining more. This means that Orcs are more effective in war, when the same target is attacked multiple times. Orc penalties are 85% thievery success and 80% spell success. The thievery and spell success rate hurts, and can be frustrating. The lower science from buildings can be counterbalanced with more learn attacks. The Orc elites are the 7/3 Ogres, which costs 900gc to train. Orcs should try to convert offensive specialists to elite units as soon as possible. The best personalities for Orc are General or War Hero. The spells available to Orc not allowed to all races are: Aggression.













Races >> Undead
Undead (abbr: UD) are effective attackers in war and peace, mostly against non-Undeads. They are very different from other races. The Undead bonuses include no food needed, they spread the plague, immunity to the plague, and +15% maximum population. This makes Undead very good fighters, especially in large groups. Undead penalties are -50% science maximum and -25% thievery effectiveness. The high population bonus helps to negate the weak sciences, which are still worthwhile, though much less effective. When a whole kingdom uses the Undead race, they excel against non-Undeads, who often receive the plague after an attack and lose defense as a result. The best personality for Undead is Warrior, War Hero, or General. Do not choose Shepherd as your personality if you are Undead. The Undead elites are the 6/2 Ghouls, which costs 1200gc to train. The spells available to Undead not allowed to all races are: Fog, Tree of Gold, War Spoils, Reflect Magic, and Nightmares.













Raze >> "Building"
This indicates which building type is being represented by the figures to the right. If you enter a number into the text field to the right of a building name, you will raze that many of that building.













Raze >> "You Own"
This number informs you how many of each building type you own. These are completed structures and are affecting your province. Of course, you can only raze what buildings you have, so the most of any type of building that you can raze is the number of that building that you own.













Recent News
You can click this link to see recent events that affected your province. This is useful for reference, seeing who has done what, whether it is enemies attacking, people sending aid, damage from a dragon, Swirve bonuses, thievery attempts or actual thievery, or magic and magic attempts on you.













Recent News >> "No New Happenings"
This is often good news. This means that you have not noticed any spells cast or thievery on you, have not been attacked, or suffered any other losses. Granted, it also means you have not received aid or any Swirve bonuses. Often, in place of this message you will see every event that has happened to your province since the last time you viewed your throne. To see the recent events that have affected your province, click the "See Recent News" link below.













Recent News >> "Forces from A Bad Attacker (50:0) attempted to attack us, but failed miserably!"
This means that someone tried to attack your province, but didn't send enough offense. Failing an attack is rarely done intentionally, because it just wastes troops, time, and resources. To avoid failing attacks, use an attack calculator (like the one at
www.UtopiaTemple.com).
A failed attack message like this doesn't indicate what type of attack your enemy tried to do. You'll get the same message whether they did a Traditional March, Raze, Plunder, Learn, Massacre, or Conquest. A failed attack does not move the war or hostile meter. Troop losses will be higher for the attacker than if he didn't fail the attack. It is still possible to transmit the plague to the enemy through a failed attack.
Check your forums when you get this message. Someone may have gotten intelligence (Crystal Ball, Spy on Military, Survey, Spy on Sciences) on the attacker, and you may be able to attack him back.













Recent News >> "Forces from An Enemy Attacker (50:0) came through and ravaged our lands! They captured 157 acres!"
This means that someone did a successful Traditional March (abbr: tm) attack on your province. Traditional March is the most common attack in Utopia. A successful Traditional March gains enemy land, honor, and buildings, and also gains some peasants.
Traditional March can help an attacker gain up to 17.5% of their current land per attack when not at war by attacking someone with 114% more land. The most land anyone can lose when someone uses a Traditional March on them is 15.8% of their land. In order to be guaranteed success with a Traditional March, it is recommended that you use an attack calculator.
Traditional March is the most effective attack for moving the war meter. Before attack time modifiers, Traditional March takes 19 hours on-island (16 in-kingdom), and up to 32 hours for the furthest island away. The minimum gain for this attack is 20 acres intra-kingdom, 0 otherwise.
Check your forums when you get this message. Someone may have gotten intelligence (Crystal Ball, Spy on Military, Survey) on the attacker, and you may be able to attack him back.













Recent News >> "Forces from Smaller Enemy (50:0) crossed into our territory! They were able to capture 44 acres before we could turn them away!"
This means that someone did a Conquest attack on your province. Conquest is unique in that it allows an attacker with less offense to still capture some land from a larger enemy. A successful Conquest gains enemy land, honor, and buildings, and also gains some peasants.
Conquest is very similar to Traditional March. It captures land, and buildings from opponents. The only difference is that a conquest can succeed even if the attacker sends around 50% as much offense as his target has defense. The flipside of this is that gains are directly proportional to offense sent. If an attacker sends the minimum offense required to conquest a province, gains will only be a few acres. Traditional March will almost always gain more, and it is recommended that you use Traditional March instead.
Conquest does move both the hostile and war meters. Outside of war, attackers can only Conquest people who have between 95% and 105% of their land. In war, you can Conquest anyone. The General personality can also Conquest any size province during hostility, and can gain a little bit more land too. Most of the time a Conquest attack will show up as a failed attack in your history, even if you gain land. It is not recommended that you use Conquest without talking to an experienced kingdommate (such as your monarch). You cannot use the Conquest attack on kingdommates.
Check your forums when you get this message. Someone may have gotten intelligence (Crystal Ball, Spy on Military, Survey) on the attacker, and you may be able to attack him back.













Recent News >> Forces from Robin Hood (50:0) came through and ravaged our lands! They looted 530,128gc, 77,942 bushels of food, and 1521 runes!
This means someone did a plunder attack on your province. Plunder can be useful when you find a province that has an enormous amount of gold, food, and runes. Up to around 40% of a province's resources can be taken, though banks can decrease the amount gained. Before attack time modifiers, Plunder takes 16 hours on-island, and up to 30 hours for the furthest island away. There is no minimum gain for a plunder attack.
Plunder does not move the war meter at all, but can move the hostile meter. An attacker's army does not receive any offensive bonus when doing a Plunder attack. Plunder is only useful when you find a province has has an extremely high amount of resources. Otherwise, you should stick to other types of attacks. It is not recommended that you use plunder without talking to an experienced kingdommate (such as your monarch). You cannot plunder kingdommates.
During a war, plunder should usually only be used when your kingdom is winning comfortably. Most provinces that have enough gold to make a plunder worthwhile are inactive and therefore not a threat.
Check your forums when you get this message. Someone may have gotten intelligence (Crystal Ball, Spy on Military, Survey) on the attacker, and you may be able to attack him back.













Recent News >> "Forces from A Wasteful Enemy (50:0) came through and ravaged our lands! Their armies destroyed 62 acres of our land!"
This means that someone did a Raze attack on your province. Raze attacks destroy enemy land, and gain nothing for the attacker. The attacker gains no peasants, no acres or buildings, and no honor. Raze does more damage the the enemy though, and provides a +15% offense bonus to the attacker, allowing them to attack larger targets. Raze attacks move the hostile meter, but only moves the war meter about half as much as a traditional march. The minimum damage of a raze attack is 12 acres (18 if attacking kingdommates).
Raze is frowned upon by most experienced players. It wastes troops, time, and land. It is wise not to do a raze attack without a very good reason. Talk to your monarch before doing one.
Check your forums when you get this message. Someone may have gotten intelligence (Crystal Ball, Spy on Military, Survey) on the attacker, and you may be able to attack him back.













Recent News >> "Forces from An Enemy Orc (50:0) came through and ravaged our lands! Their armies killed 185 of our peasants, thieves, and wizards!"
This means that someone did a Massacre attack on your province. Massacre attacks kill enemy peasants, thieves, and wizards, and gain nothing for the attacker. The attacker gains no peasants, no acres or buildings, and no honor. Massacre is most often used to try to neutralize thieves and mages. Massacre attacks move the hostile meter, but not the war meter.
Massacre is frowned upon by many players, but is effective in other kingdom's war strats. It wastes troops, and time, and only causes damage and does not promote growth. It is wise not to do a massacre attack without a very good reason. Talk to your monarch before doing one.
Check your forums when you get this message. Someone may have gotten intelligence (Crystal Ball, Spy on Military, Survey) on the attacker, and you may be able to attack him back.













Recent News >> "Forces from SciPumper (50:0) came through and ravaged our lands! They stole 15,613 books of knowledge in the Arts & Sciences! They took books, pictures, and more!"
This means that someone did a Learn attack on your province. Learn attacks take science points away from the defender and give them to the attacker. The attacker gains no peasants, no acres or buildings, and no honor. Learn is most useful when a province is doing or has finished a science pump. It should only be done on provinces that already have a lot of sciences, which can be determined with the use of Spy on Sciences. Learn attacks move the hostile meter, but not the war meter.
Learn is very useful when used correctly. You must be sure that your target has a lot of sciences or your attack will be wasted. Consult your monarch before doing one.
Check your forums when you get this message. Someone may have gotten intelligence (Crystal Ball, Spy on Military, Survey) on the attacker, and you may be able to attack him back.













Recent News >> "We lost 130 Archers and 52 Knights in the struggle."
Every time you are attacked, you lose some troops. The amount you lose depends on your race (elves lose less, faeries lose more), percentage of hospitals, how much offense your enemy sends, whether or not your enemy wins, and relations with other kingdoms. You do not lose offensive specialists or soldiers and elites that are returning from an attack you made, unless the attack was an ambush. However, you do lose a small percentage of any soldiers, elites, and defense specialists that are home.













Recent News >> "We reawakened 91 of our troops into soldiers."
This means that you had the spell Animate Dead casted when you were attacked. Animate Dead (abbr: ad) takes 50% of the casualties you suffer in defense of your lands and restores them to life as basic soldiers. Animate Dead remains on your province until you are attacked. It is available to faeries and elves, but other races can get this message if an elf casts Animate Dead on them. Animate Dead does not bring back peasants lost if town watch was cast.













Recent News >> "It appears we have contracted The Plague!" - Contributed by Martin
This means that the last person who attacked you either had the plague or was Undead, and passed the plague on to you. Sages and Undead are immune to the plague. The penalties of plague are: No peasant growth, -15% defense, -15% tax, quicker prisoners death. There are two ways to get rid of the plague. First, one can cast nature's blessing. Every time it is cast successfully, there is a 1 in 5 (20%) chance that the plague will go away. Second, one can just wait for the plague to leave. This can often take a Utopian month or two. To increase the chances of the plague leaving, one can build hospitals, which (%-(%^2)/100) * 2 greater chance of curing the plague each Utopian day.













Recent News >> "We have found thieves causing trouble within our lands. Unfortunately, we know not where they came from."
This means that someone tried to perform a thievery operation on your province, but was caught by your thieves. Unfortuneately, the identity of the thief was not revealed to you. The province trying to theive you most likely lost some of his thieves, though. You can increase your chances of discovering an enemy's identity by building more watchtowers, or training more thieves. You can increase your chances of catching enemy thieves by building more watchtowers, casting clear sight, keeping high stealth, or training more thieves.













Recent News >> "We have found thieves from An Enemy Thief (50:0) causing trouble within our lands!."
This means that someone tried to perform a thievery operation on your province, but was caught by your thieves, and his identity was revealed. The province trying to theive you most likely lost some of his thieves. You can increase your chances of discovering an enemy's identity by building more watchtowers or training more thieves. You can increase your chances of catching enemy thieves by building more watchtowers, casting clear sight, keeping high stealth, or training more thieves.













Recent News >> "675gc were stolen from our coffers!"
This means that someone performed the Rob the Vaults thievery operation on your province. Rob the Vaults allows a thief to steal gold from another province. It is a good, quick way to get easy money, and could provide a major source of someone's income if they find someone who has a large amount of money. Outside of war, it is possible to steal up to around 7.5% of someone's gc every time you rob someone's vaults if both of you are the same size (with one thief carrying around 35 gc). In a war, you can steal up to around 12.5% at once if you are the same size (with one thief carrying around 60 gc).













Recent News >> "Shadowlight has revealed that An Enemy Thief (50:0) was responsible for this attack."
This message is your ShadowLight spell at work. It lets you know who performed the last thief operation on your province, since there is no way to tell when the thief is successful. Shadowlight allows you to know the identity of the next province to attempt thievery operations against you, but does not aid in catching the theives. It only works on the next attempt, and does not prevent the success of the operation. Shadowlight lasts until someone attempts or does a thievery operation on you. After getting this message, you must cast shadowlight again. ShadowLight is available to all races.













Recent News >> "29,539 bushels of food were stolen from our granaries!"
This means that someone performed the Rob the Vaults thievery operation on your province. Rob the Granaries allows a thief to steal food from another province. It is a good, quick way to get food, and could actually sustain you at the beginning of the round as people play catch up on getting enough thieves. Some more daring thieves get all of their food with this operation. Outside of war, it is possible to steal up to around 33.33% of someone's food every time a thief robs someone's granaries if both are the same size (with one thief carrying around 80 bushels). In a war, a thief can steal up to around 35% at once if the thief and the target are the same size (With one thief carrying around 90 bushels). Often, thieves will run this operation several times, use torch farms several more times, and then cast drought, vermin and explosions to try to starve a province.













Recent News >> "3978 of our runes were stolen!"
This means that someone performed the Rob the Towers thievery operation on your province. Rob the Towers allows a thief to steal runes from another province. It is a good, quick way to get runes, and is often the only source of runes for some thieves. Outside of war, it is possible to steal up to around 25% of someone's runes every time you rob someone's towers if both of you are the same size (with one thief carrying around 16 runes). In a war, you can steal up to around 30% at once if you are the same size (with one thief carrying around 16 runes).













Recent News >> "Rioting has started amongst our people. Our tax collection efforts will be hampered for 9 days!"
This means that someone performed the Incite Riots thievery operation on your province. Inciting Riots allows a thief to hamper the economy of another province. Their tax collection efforts will not be as effective as normal, therefore they'll receive less gold per Utopian day. The number of days that the target has riots is directly proportional to the number thieves sent. Riots will lower your income from peasants to 80% of normal for their duration.













Recent News >> "106 of our people were kidnapped!" - Contributed by QuantumChaos
This means that someone performed the Kidnapping thievery operation on your province. Kidnapping is a great way to increase the amount of peasants that are living in your province. Although you may kidnap many people, you only get a few back. Remember, though you may only get a handful of peasants back, you'll be hurting the other province more. Peasants are the lifeblood of your province. Without peasants you're unable to produce much gold, draft soldiers, attack (if your army is a lot larger than your population). Often, thieves will kidnapp most of an attackers peasants, leaving them with little or no income, and sometimes disabling their ability to attack. If someone loses all of their peasants, their province dies. Outside of war, it is possible to steal up to around 3.3% of someone's peasants every time you kidnapp from them if both of you are the same size (with around 4.5 thieves for every peasant). In a war, you can steal up to 3.3% at once if you are the same size (with 4.5 thieves per peasant).













Recent News >> "133 of our War Horses have been stolen!"
This means that someone performed the Steal War Horses thievery operation on your province. There are two reasons to steal someone's horses. One is to reduce the amount of horses they have available to attack someone with. Horses give 1 point of offense for every soldier, offspec, and elite you send and if they don't have enough horses to go around, it'll reduce their offense. Another reason to steal someone's horses is to restock your own stables. If you're an attacker and lost a bunch of horses recently due to a few attacks that destroyed some of your stables, you could steal someone's horses instead of waiting for new stables to be built. When not at war, you can steal up to around 6.5% of someone's horses at a time, with around 22.5 thieves per horse. At war, a thief can steal up to around 7% of a province's horses, with 20 thieves per horse.













Recent News >> "126 of our troops were found dead today!"
This means that someone performed the Night Strike thievery operation on your province. Night Strike (abbr: ns) comes in two "flavors" if you will. A normal thief can only nightstrike soldiers. Someone with the Rogue personality can nightstrike any part of the army (with the exception of other thieves). That is called Enhanced Night Strike (abbr: ens). The more thieves you send, the more of the others' army you'll kill. When at war, a non-rogue can night strike around 20% of a province's soldiers at a time, sending 1 thief for every soldier, if the thief is the same size as his target. At war, a thief can kill only around 15% of a province's soldiers at a time, with 1 thief for every soldier if the thief is the same size as his target.













Recent News >> "2 acres of farms were ruined and destroyed by wildfires!"
This means that someone performed the Torch Farms thievery operation on your province. Torch Farms can only be used during hostilities or war, and only by someone with the Rogue personality. Since food is so important to a province's ability to function properly, destroying those farms makes sense. Remember, however, that Undead have no need for farms, and therefore, more than likely, do not have farms built, so don't bother using this operation on them. This is a very useful if you are planning on starving someone, especially when used with Rob Granaries, Droughts, and Explosions.













Recent News >> "44 of our thieves abandoned us hoping for a better life!"
This means that someone performed the Propaganda thievery operation on your province. Propaganda can only be used during war, and only by someone with the Rogue personality. This operation allows your thieves to go to another province and steal some of their troops. You have a chance of bring back military, thieves and wizards. It is very useful when used multiple times on one province.













Recent News >> "19 of our wizards were assassinated!"
This means that someone performed the Assassinate Wizards thievery operation on your province. Assassinate Wizards (abbr: aw) can only be used during hostilities or war, and only by someone with the Rogue personality. You send your thieves into the guilds of the enemy to outright kill the enemies wizards. The more thieves you send, the more wizards you'll kill. This is very useful for neutralizing an enemy mage with weak thieves, or making casting spells on an attacker easier.













Recent News >> "We have discovered turncoats amongst our thieves' guild. These men have been executed for treason!"
This means that someone performed the Bribe Thieves thievery operation on your province. You can only use Bribe Thieves (abbr: bt) if you're in hostilities or war, and only if you're a halfling or rogue. Bribe Thieves lets you be more successful in your attempts of thievery against an enemy, and makes thievery more difficult for them.













Recent News >> "We have discovered a turncoat general leading our military. He has been executed for treason!"
This means that someone performed the Bribe Generals thievery operation on your province. Bribe Generals (abbr: bg) causes people to lose more troops in the next attack that they make. It is available to only Halflings and Rogues, and only during war. It is impossible to tell if your generals have been bribed until they are discovered, which happens usually a few hours later.













Recent News >> "Our mages noticed a possible spell attempt by An Enemy Mage (50:0) causing trouble on our lands!"
This means that someone tried to cast a spell on your province, but failed (or 'fizzled'). Their runes were wasted and they may have lost some wizards in an explosion. The chance of others fizzling when trying to cast a spell on you increases when you are a monarch in hostility/war, have high channeling science, maintain high mana, keep a high wizard-to-land ratio (abbr: wpa, for wizards per acre),or cast magic shield. Also, casting mystic aura guarantees that the next spell attempt on you will fail.













Recent News >> "A spell attempt was reflected away from us."
This means that someone tried to cast a spell on you, but you casted Reflect Magic before, so that the enemy spell was reflected back on them. Occasionally, the spell reflected will be revealed to you. Reflect Magic (abbr: rm) serves as additional magic defense. Each spell successfully cast on your province has a 1 in 5 chance of being reflected back on its caster while Reflect Magic is in effect, which is usually between 7 and 14 hours. Reflect Magic is available to Elves, Halflings, Humans, and Undeads. Reflect magic will not bounce between two provinces that both have it cast. If a harmful spell is bounced back at someone during hostility, they will move their kingdom's hostility meter, not yours. If you reflect a land lust spell back on someone, the land will be destroyed instead of being added to your province.













Recent News >> "A Storms Spell attempted against us was reflected upon the sender!"
This means that someone tried to cast a spell on you, but you had casted Reflect Magic before, so that the enemy spell was reflected back on them. In this case, the spell reflected was revealed to you. Reflect Magic (abbr: rm) serves as additional magic defense. Each spell successfully cast on your province has a 1 in 5 chance of being reflected back on its caster while Reflect Magic is in effect, which is usually between 7 and 14 hours. Reflect Magic is available to Elves, Halflings, Humans, and Undeads. Reflect magic will not bounce between two provinces that both have it cast. Reflect magic also has a chance of bouncing back spells cast by kingdommates, including self-spells. If a harmful spell is bounced back at someone during hostility, they will move their kingdom's hostility meter, not yours. If you reflect a land lust spell back on someone, the land will be destroyed instead of being added to your province.













Recent News >> "Storms are ravaging our lands!"
This means that someone cast the spell Storms on you. Storms is useful if you are tring to take all of someone's peasants, to either prevent them from attacking or even possibly peasant-kill them. This spell reduces birthrates to a crawl. Normal birthrates are 2.5% of your population per Utopian day, this spell reduces it to 1.21875%, or 1.60% with Love and Peace cast. This prevents someone's peasants from multiplying when you are trying to kill them. Storms is most effective when combined with kidnapping and arson, and the spells fireball and meteor showers. If someone has droughts cast on their province, and you cast storms, the droughts will be cancelled, but they will still get storms. If the target has nature's blessing, droughts will have no effect. Storms has a duration of 7-14 hours. Storms is available to all races. To see how long you will have storms on your province, click 'Mystics' and then 'Mystic Affairs'.













Recent News >> "Droughts are reducing our daily harvests and slowing our soldier draft! 27 horses also died from starvation."
This means that someone cast the spell Droughts on you. Droughts is used to starve a province. When a province starves, its military will be released little by little each hour. Droughts reduces food producton to 75% of normal and kills off a small percentage of the target province's horses. This spell is most effective when used with the spells Vermin and Explosions, the thief operations Rob Granaries and Torch Farms, and also dragons and the plague. If someone has storms cast on their province, and you cast droughts, the storms will be cancelled, but they will still get droughts. If the target has nature's blessing, droughts will have no effect. Droughts has a duration of 10-15 hours. Drought is available to all races. Do not cast this spell on Undeads. It will have little effect. To see how long you will have droughts on your province, click 'Mystics' and then 'Mystic Affairs'.













Recent News >> "Vermin have been discovered eating away our food supplies!"
This means that someone cast the spell Vermins on you. Vermin increases the decay rate of your food. If your net food production is negative, this means that it will speed up how quickly your province starves. Your food decay rate is increased from 1% to 6% per Utopian day. When a province starves, its military will be released little by little each hour. This spell is most effective when used with the spells Drought and Explosions, the thief operations Rob Granaries and Torch Farms, and also dragons and the plague. Vermin has a duration of 10-15 hours. Vermin is available to Elves and Halflings. Do not cast this spell on Undeads, it will have no effect. To see how long you will have vermin on your province, click 'Mystics' and then 'Mystic Affairs'.













Recent News >> "Enemies have convinced our soldiers to demand more money for upkeep."
This means that someone cast the spell Greed on you. Greed causes an enemy's military maintenance and draft costs to go up. The amount that costs go up has not yet been determined. This spell is most effective when used after killing off a large portion of someone's peasants, casting storms, and with the thievery operation 'Incite Riots'. Greed lasts for between 8 and 16 hours. Greed is available to all races. To see how long you will have greed on your province, click 'Mystics' and then 'Mystic Affairs'.













Recent News >> "A massive fireball crashed into our lands and killed 514 of our peasants!" - Contributed by QuantumChaos
This means that someone cast the spell Fireball on you. Fireballs are extremely effective for killing off enemy peasants. When a province has low peasants from fireballs, their income drops significantly, their military stops drafting, and in extreme cases their army refuses to attack. Fireball is most useful when cast multiple times, and when used with Storms, Meteor Showers, and the thievery operation Kidnappings and Arson. Fireballs kill off approximately 10% of enemy peasants. Fireball is available only during hostility and war. Pitfalls is available to all races.













Recent News >> "Tornadoes scour the lands, causing the destruction of 23 acres of buildings!"
This means that someone cast the spell Tornadoes on you. When you cast tornadoes, about 3% of the target province's buildings are destroyed, and he is left with barren acres. Casting this spell multiple times can drain a lot of money, peasants, and building bonuses from a province. This spell is most effective when cast multiple times, or when combined with the thievery operations Kidnapping and Riots, and with the spells Fireball, Meteor Showers, and Greed. Tornadoes is available to all races.. Tornadoes can be cast only during hostility or war.













Recent News >> "43,601 gold coins have been turned into worthless lead."
This means that someone cast the spell Fool's Gold on you. Fool's Gold (abbr: fg) destroys a portion of an enemy target's gold. Fool's Gold can only be cast during hostility or war. When cast on an equal-sized target, Fool's Gold will destroy around 25% of the target's gold. Fool's gold is rarely used. When it is used, its purpose is when an enemy is found who has a large stockpile of gc (probably at least 10 times their networth), and the mage want to prevent the target from spending it. Fool's Gold is available to all races.













Recent News >> "3 acres of land have disappeared from our control!"
This means that someone cast the spell Land Lust on you. Land lust (abbr: ll) steals enemy acres. When a mage casts land lust, he gains around 1% of the target's land, in the form of barren acres. This spell is most effective when cast multiple times, and is rarely profitable unless you and your target are equally sized and over 1500 acres. All races can cast Land Lust, but only during war. It is possible to cast Land Lust on provinces in your kingdom. It will not gain you acres though, although that province will lose acres. Land Lust is available to all races.













Recent News >> "This morning, 192 of our men from our armies and thieves' guild turned up unfit. The Soldiers quit, while the rest are being retrained. They should be available again in 12 days."
Nightmares (abbr: nm) are very useful when weakening an enemy's army. Every time you cast Nightmares, around 3% of the target's soldiers become peasants, and around 1% of the target's troops are put back into training (and will be available 12 hours after Nightmare was cast). Nightmares is most effective when cast multiple times, and combined with meteor showers, pitfalls and the thievery operations Burn Forts and Night Strike. Nightmares can only be cast during hostility or war. Nightmares is available to Elves and Undeads.













Recent News >> "A magic vortex rendered many of our spells inactive!"
This means that someone cast the spell Mystic Vortex on you. Mystic Vortex (abbr: mv) has many uses. It has a 50% chance of disspelling any spell already cast on that province. When cast on enemy provinces, it can get rid of spells such as minor protection and town watch, making attacking the province easier, or it can remove nature's blessing or magic shield or reflect magic and make casting spells on the target easier, or one of the other self-spells. On the other hand, it can just as easily remove spells that your kingdommates cast on them. For this reason, it is a good idea to check the forums to see what spells have been cast on someone before casting Mystic Vortex.
If a mage has plagued you with all sorts of spells, and you want to get rid of them, you can ask a kingdommate to cast Mystic Vortex on you, and they will have a 50% chance of getting rid of each of the spells cast on you. Click 'Mystics' and then 'Mystic Affairs' to see what spells were negated, or ask them. They receive a summary when they cast the spell. Mystic Vortex is available to all races.













Recent News >> "Meteors rain across the lands and kill 5 peasants and 10 troops!"
This means that someone cast the spell Meteor Showers on you. Though Meteor Showers lasts for a duration of time, it will often appear in your paper happening mostly during one hour, and not happening other hours. It actually does happen only once every hour, but the way the game is written causes it to only appear in your paper during hour when something happened to your province. Meteor Showers (abbr: ms) is used to weaken a province, especially attackers. Every Utopian day, for the duration of the spell, the target province, will lose up to around 3% of its troops and peasants. Keeping this spell on a province continually will be devastating after a Utopian month or two. This spell is most effective when used with the spells Storms, Fireball, Pitfalls and Nightmares, and with the Night Strike, and Bribe Generals thievery operation. Meteor Showers has a duration of 4 to 12 hours. Meteor Showers is available to Elves and Faeries. Meteor Showers can be cast only during hostility or war. To see how long you will have meteor showers on your province, click 'Mystics' and then 'Mystic Affairs'.













Recent News >> "We have received a shipment of 7349 Bushels, 31,266 Gold Coins, and 1201 Runes from A Friend (0:0)."
This means that someone in your kingdom sent you an aid shipment. There is probably an Aid thread in your forums where you can ask for runes, food, soldiers, and gold. You can also post there ot let people know what you can spare for them. This shipment was not taxed, but it may have subtracted from your trade balance. An aid shipment subtracts from the recipient's trade balance every time they receive aid from someone, though penalties will be less if they have been attacked multiple times recently. If their trade balance falls below -4 times their networth, they must pay a tax on all future shipments to their province, including during times when they have been hit many times recently. The formula for a tax is equal to:
4*(trade deficit - 4*networth)/networth













Recent News >> "212 men deserted our military due to housing shortages!"
When you are attacked multiple times and lose a large amount of your land, your population becomes much more than your land can hold. If your population is only slightly higher than your maximum population, you lose a few peasants every hour until you reach your maximum population. If your population is much higher than your maximum population, your military will slowly desert you like it did here. There can also be riots due to overpopulation.













Relations >> No Relations - Contributed by Hood
When nobody has a ceasefire, unfriendly or hostile relations with you, and you don't have a war going on, this means you have no relations. You do not receive the bonuses and penalties that come with hostility or war. Land and honor gains from attacks, thievery, and magic are lower, less thievery and magic operations are available to cast outside of the kingdom, and the monarch does not receive his defensive bonuses.













Riots restrict our ability to collect taxes (Estimated: x more Days)
This means that an enemy of yours has used the thievery operation 'Incite Riots' on your province. Riots decrease your income. The more thieves that your enemy sends, the more days of riots you will have. There used to be a bug in the game where a friend of yours could send 1 thief to incite 0 days of riots and cancel the riots that were on your province for more than one day, but that bug has been fixed. Riots decrease your income from peasants to 80% of its normal value.
The x is replaced by the number of hours that you will have riots on your province. This message shows up only if you have riots.













Ruler Name
Your ruler name is the name that you, as leader of your
province, would have. Your ruler name has 3 parts: Your personality name, your chosen name, and your honor rank. Different ranks come with different amounts of honor and different personalities. Your chosen name remains constant.













Runes - Contributed by QuantumChaos
Runes are necessary for those who wish to cast spells. Though not necessary, spells can be useful in many ways. To cast a spell, a certain number of runes are needed. Additionally, someone casting a spell needs mana, as well as guilds and wizards (which come from guilds). Runes are the most important for casting a spell, though. You can obtain runes by building towers, stealing them, the plunder attack, or receiving aid, and can also increase rune production with sciences, building efficiency, or being the monarch. Spell cost is based on land. Runes serve no point other than to cast spells, so don't build too many towers if you are an attacker or don't plan on casting any spells.













Runes Decayed
Every hour, 1% of your runes decay.













Runes Produced - Contributed by QuantumChaos
Runes are necessary for those who wish to cast spells. Though not necessary, spells can be useful in many ways. To cast a spell, a certain number of runes are needed. You can obtain runes by building towers, stealing them, plundering, or receiving aid, and can also increase rune production with sciences, building efficiency, or the monarchy. Runes serve no point other than to cast spells, so don't build too many towers if you are an attacker or don't plan on casting any spells. The amount of runes produced is equal to:
(10*towers) * 1+(channeling sci/100) (* 1.1 if monarch)













Sciences
Sciences are a useful tool for all races. They can be used to increase gold, rune, and food output, maximum population, building efficiency, magic and thievery effectiveness, or reduce military training times. You can gain sciences by either building libraries, paying to research the sciences, or doing learn attacks.













Sciences >> Science Books (a.k.a. Points)
Gold is measured in coins, food is measured in bushels, and Sciences are measured in Books. The ratio of how many books you have in each science compared to how much land you have, as well as race bonuses or penalties, determines how much of an effect each science will have on your province. Note: The term "Point" is also often used to classify sciences. For all intensive purposes, the terms "Book" and "Point" mean the same thing in reference to sciences. Sciences books are acquired with libraries, paying for science with gold, or with the learn attack. Books can be lost to the amnesia spell or learn attacks.













Sciences >> Cost
This is the amount of gold required to research one point, or "Book" or any given science. It will change as the age passes. Sciences start out at 200 gc, and every Utopian month become 1 gc less expensive.
Libraries give 3 free science points per Utopian day. You can also obtain points by doing Learn attacks, using free points from libraries, and gaining them over time from buildings.













Sciences >> Free Science Points
These are the free science credits provided by libraries. This number indicated how many books you may research at no cost. These free books can be placed in any science, and will be used automatically when you decide to conduct research.













Sciences >> You can research __ science points
This is the number of books you are able to research at this time. This number is determined by dividing your total gc by your Research Cost and adding any free science credits you have obtained.













Sciences >> "Knowledge" or "Technology"
Each science is considered to be its own "Knowledge" or "Technology". The column below lists the seven Knowledges that a province can research.













Sciences >> "Known"
The numbers listed in this column represent the total number of books already researched in each Knowledge. The greater the ratio of your books in a knowledge to your land, the greater the effect that the Knowledge will have on your province. The Human race make sciences more effective, while the Undead race makes sciences less effective.













Sciences >> "Effect"
This is the effect that each Knowledge is having on your province. The maximum effect that a science can have is determined by your Race. Move your mouse over each knowledge to see the details on maximum effect. You need around 200 points per acre in each science to achieve the maximum effect, though this number changes with size.













Sciences >> "In Progress"
The numbers in this column represent Books you have paid the Research Cost for, but do not effect your province. Sciences take time to research, and until the time needed to research has expired, all sciences are considered to be "In Progress". The learning process is spread out over a 24 hour period, or less if you have cast 'Mind Focus' or are the Shepherd personality.













Sciences >> "Learn"
By entering a number in one of the boxes below and clicking the "Order the Studies" button, you begin research in the corresponding knowledge. You must have enough gc and/or free science credits to cover all the Books ordered for your research to begin. if you enter a higher number than your maximum points, your maximum will be researched, no more.













Sciences >> Alchemy (gold) science
Alchemy increases your base income. This (or housing) is often the first science researched, since it helps to fund further studies. The maximum effect of Alchemy is +35% before race modifiers. Banks, honor, the monarchy, the merchant personality, and the Dwarf race also provide base income benefits, while Faeries have lowered income.













Sciences >> Tools (building) science
Building efficiency plays a major role in the strength of a province. Tools science increases building efficiency, allowing people to draft more soldiers without worrying about their economy falling apart. The maximum effect of Tools is +47.4% before race modifiers. The Dwarf personality and a low number of unfilled jobs can also increase building efficiency. The Avian race has lower building efficiency.













Sciences >> Housing (population) science
This science increases your maximum population. This will allow you to draft more troops on less acres, raise income, building efficiency, and employment. You will want to invest in this knowledge first or second. Building homes, high honor, or the Undead race can also help increase your maximum population. The maximum effect of Housing is +17.5% before race modifiers.













Sciences >> Food science
Unless you're Undead, your people will need food, in the form of bushels. Food science is a way to make your farms produce more so you'd need less of them, and could build other buildings that would be of more use. Food can be obtained through farms, barren land, the shepherd personality, plundering, stealing, and aid. The spell Fertile Lands, being a monarch, and the Shepherd personality can also increase food production. The spell 'Drought' can decrease food production. Food science should be researched after alchemy, war, and housing sciences, unless you are an Undead. The maximum effect of Food is +70% before race modifiers.













Sciences >> Military science
This Knowledge increases the speed at which your military is trained. This science isn't critical, but can help. The Sage personality and the spell Inspire Army also decrease training time. The maximum effect of Military is -10% before race modifiers.













Sciences >> Crime (thievery) science
Believe it or not, you can order your normally conservative scholars to train your thieves to take things more effectively. In game terms, it means that investment in the Crime Knowledge increases thievery effectiveness, which is vital for Thief/Mages, though not as useful for everybody else. The Halfling race, and the spell 'Invisibility' all increase thievery effectiveness, while the Faery race has decreased thievery effectiveness. The maximum effect of Crime is +65% before race modifiers.













Sciences >> Channeling (magic) science
Magic is a vital part of Utopia. It provides intelligence, bonuses, and offensive capacity. Thief/Mages should definitely invest in Channeling, and attackers should seriously consider it too. As an added bonus, Channeling also increases the production of Runes. The maximum effect of Channeling is +65% before race modifiers.













Swirve Security Note
There are some malicious people who play Utopia. Some will try to hack your account. For that reason, hit 'Log Out' on the lower left to try to prevent that. Also, never give out your password to anyone. Do not let the computer save your password if you are on a public terminal.













Select a Province
This box lets you select any province in the game to attack, thieve, cast spells on, or send a message to. To select a province, enter the kingdom (if their kingdom number is (50:0) then they are kingdom 50) in the box next to kingdom, and their island number (0 if their kingdom number is 50:0). Click 'Change Kingdom'. Then, in the next page, select the province from the list that says 'Nobody'. The monarch of a kingdom will have (* Monarch *) next to their name. To make my life a bunch easier, there aren't any other kingdoms in this guide, though I will write a script that makes them in the future.
Warning: Do not interact with provinces in a previously selected kingdom by hitting the 'Back' button on your browser. The game will remember the most recent kingdom numbers, so you may accidentally attack, thieve, or casts spells on a kingdommate, which would be bad.













Servers >> The World of Legends - Contributed by Secretz
The World of Legends (abbr: WoL) server, sometimes referred as World of Utopia, holds the majority of Utopia players. The WoL is where most people start their Utopia career. This server houses a maximum of 40,000 provinces.













Servers >> The Battlefields - Contributed by Secretz
The Utopia Battlefields server was combined with the World of Legends server in age 30, and thererfore no longer exists.
Opposite to World of Legends, in the Battlefields (abbr: bf) you needed more of every kind of defence. The game is much tougher and the average kingdom networth is higher. The chance of landing in a good, active kingdom is considerably higher. There is room for 40,000 provinces. This server tends to be a little bit slower.













Servers >> Genesis
The Genesis (abbr: Gen or UG) server is where Mehul experiments with possible gameplay changes. Buildings have different numbers, races have different strengths and weaknesses, and other changes are made to the basic functions of the game. Kingdoms are smaller (only 20 provinces) and players range from beginning to expert. This guide was not designed for the genesis server (yet), but most of the information here is still correct.













Side Menu >> "Aid"
Often, your kingdommates will need aid to help their provinces thrive. You should do your best to see if people need aid in the forums (check the "Aid" thread in the forums). Your trade balance is a sort of record of aid you have sent or received. When you send aid to people your trade balance increases. When you receive aid from people, your trade balance decreases. If your trade balance goes below 4 times your networth, you will be taxed on future aid shipments. If you have explosions cast on your province, a portion of the aid you send and receive is destroyed.
Do NOT ask for aid unless you need it. You waste your resources and the resources of others.













Side Menu >> "Council" - Contributed by QuantumChaos
This page, the "Council of Elders" lets you see more in-depth statistics about your
province, including a summary of the current Utopian day and month (in the Affairs of the State Advisor), the greatest moments of your province (Historian), what troops (Military Affairs), sciences (Science Advisor), and buildings (Internal Affairs) will be coming in and when, the status of spells on your province (Mystic Advisor), and graphs of the growth of your kingdom (Kingdom Growth).













Side Menu >> "Dragons"
Dragons are used to do harm to another kingdom. They provide little benefit to a kingdom fighting a war, except it gives them a little edge as the enemy kingdom changes its focus from fighting their enemy to killing a dragon. On this page, a monarch can order or cancel the development of a dragon, and a non-monarch can either contribute money towards a dragon or send soldiers to attack a dragon sent at the kingdom.













Side Menu >> "Explore"
In this section, you can send soldiers and gc to explore land from your kingdom exploration pool. Exploration is the main method of growth of thieves and mages, while attackers should only do this during the first three days of the round. Explore cost increases as you gain more land. It is important to remember that land is the key to growth in Utopia. The only other methods of gaining land are through attacking or casting paradise/land lust.
Once more, exploring is not recommended for attackers. Attacker's soldiers and gc should be used to train an army.













Side Menu >> "Forums"
THE FORUMS ARE THE MOST IMPORTANT PART OF SUCCESS
You should check in your forums EVERY time you log in. If your browser is unable to load the forums, find out what the problem is and fix it. The strongest kingdoms in the game did not get where they are by all working on their own. The forums are what pull your provinces together to form a team. Someone who reads the forums will ALWAYS have a province bigger than someone who doesn't. Many kingdoms kill people who don't read the forums. To enter the forums, simply click the 'Enter the Forums' button.













Side Menu >> "Graphics Off"
Sometimes, the image menu above doesn't load. To fix this problem, click this link to go to an all-text menu.













Side Menu >> "Graphics On"
To return back to a graphical menu, click this link.













Side Menu >> "Growth"
Building the right buildings is very important. You will find that whichever strategy you use, there will be certain buildings you need more of and certain buildings that you will not need at all. NEVER build something unless you know what it does.
In this section you can see what buildings you have in progress, construct buildings, speed-construct buildings, raze buildings, and see your internal affairs advisor, which gives you more precise details about buildings in progress and land being explored.













Side Menu >> "Guide"
This is the original guide to Utopia. This is why we made this guide. It doesn't help very much in my opinion.













Side Menu >> "Help"
This is part of the original guide. It talks a little bit about the spirit of the game, etc.













Side Menu >> "Graphics On"
If you accidentally turned graphics off, or you like the graphic menu more, you can click this link to turn graphics back on.













Side Menu >> "The Kingdom"
Your kingdom is your team. When you click this link, you see a list of the provinces in your kingdom, their race, land, and honor rank. Your province is shown as light blue, the monarch is shown as red, and people in protection or vacation mode are green. An asterisk next to the race of a province indicates that the person who owns the province is online. Monarchs see a plus ("+") sign next to people who have not managed their provinces in at least 48 hours.
Above the kigndom listing is the total kingdom networth, and above this is the kingdom name and banner chosen by the monarch. By entering in a kingdom and island number at the top of the screen and clicking "Change Kingdom" you can view the other kingdoms on the server. During the first few days of the game, some kingdoms may not be visible due to the distance from your kingdom. On other kingdom pages, you can see names, who the monarch is, networths, land, honor rankings, and who is online.













Side Menu >> "Log Out"
Click this button to leave the game or this guide. It is highly recommended that you do this instead of just closing your window. In the game, this takes you back to the Utopia home page. Clicking Logout here takes you back to the guide homepage.














Side Menu >> "Mystics"
The Mystics section is where you do your magic-related business, whether it is casting spells on yourself, casting spells on others, stopping the training of wizards, or releasing wizards. If you click "Mystic Advisor", you can also see what spells have recently been cast on you.
The success rate of your spell attempts depends on a few things: Your mana, your number of guilds, science bonuses, honor bonuses, monarchy bonuses in war, the difficulty of the spell, and your number of wizards. You need runes to cast any spell. To cast spells on yourself, your chance of success depends on your mana and your number of guilds (the percentage of land they take up, not sheer number). When casting spells on others, your chance of success depends on your mana, ratio of wizards per acre compared to their ratio of wizards per acre, and if they have "magic shield" or "Mystic Aura" cast. You are not guaranteed success at any spell, even with 100% mana. If you have no guilds, though, every single self-spell will always fizzle.
When you fizzle a spell, your runes and mana are used, and there is a chance that you will lose around 1% of your wizards in an explosion.













Side Menu >> "Military"
In this area, you can: Train offensive specialists, defensive specialists, elites, and thieves from soldiers, release those units back into soldiers, release soldiers into peasants, view what percentage of your population is peasants, wizards, and military, set your draft speed, and set your draft rate. Additionally, in the military advisor, you can see the status of your military and land gained after an attack, and the progress of troops in training.













Side Menu >> "The Paper"
On this page you can see recent events that have affected your kingdom, including attacks by your kingdom, attacks on your kingdom, attacks between provinces in your kingdom, provinces dying, people defecting to your kingdom, people defecting from your kingdom, kingdom relation changes, aid shipments between provinces, news about dragons being sent to other kingdoms, when a dragon from another kingdom arrives at yours, when a dragon has been killed, and when your kingdom has started to create a dragon. The paper serves as a useful reference for seeing your kingdoms performance in a war, and for seeing if there is anyone to retaliate on after they attacked someone in your kingdom.













Side Menu >> "Politics"
This is where your kingdom decides who gets to be king or queen. The king or queen receives a few bonuses, but also must take on many responsibilities, and is often the target for more attacks.
If you are new to a kingdom, I strongly suggest you vote for whoever is the current monarch instead of yourself. The current monarch has their position for a reason. To vote, select the person you want to be king or queen and click 'change vote'. Below, you can see who has voted for whom. The number of votes you get is determined by your honor and personality. A candidate for the monarchy must have half of the votes in his kingdom to win the position.
A monarch also has the ability to change the kingdom name, banner, monarch's message, kingdom page, and cancel player vacation modes here














Side Menu >> "Preferences"
This is where you can make changes to your account. You can change your password, enter vacation mode, delete your account, defect, or reset your province if it is the beginning of the age.













Side Menu >> "Read Msgs (Messages)"
This is where you can read messages that have been sent to you in the past three days. You will be alerted to any new messages by a link saying "YOU HAVE NEW MESSAGES" under your province summary in the Throne area.













Side Menu >> "Relations"
In this area you can view which kingdoms you are unfriendly with, which kingdoms you have hostile relations with, which kingdoms you are at war with, and how well you are doing in a war.
Monarchs have the ability to declare ceasefires or wars with other kingdoms. A monarch cannot declare another kingdom hostile/unfriendly directly, he must have his kingdom attack a desired enemy multiple times. Once relations move to unfriendly, and then to hostile, the kingdom that has done less attacking against the other may have their monarch escalate relations to war. War temporarily cancels any previous relations with other kingdoms. During a war, a kingdom may not enter other types of relations with other kingdoms.
War provides numerous bonuses when attacking the enemy kingdom.













Side Menu >> "Send Msgs (Messages)"
You can write messages to other people here. Always keep your messages polite. There is a 1500 character maximum length on messages (1250 if you are replying to a message), so keep your messages concise. You can send messages to anyone by first entering in their kingdom numbers, clicking 'Select Kingdom', selecting their province in the drop-down menu, and then typing the message to them. You can also put a small header at the top of your message, but few people pay attention to it.













Side Menu >> "Sciences"
This section lets you invest your science points into different areas. Sciences can be used to lower military training time or increase income, population, building efficiency, food production, thievery effectiveness, or rune production and magic effectiveness. It is usually a good idea to invest in sciences once your province has been well established. Most people do what is called a "science pump" at around 1000 acres. All sciences have maximum values that can be achieved. The effectiveness of your science points depends on your race. You can gain science points through libraries and using the "Learn" attack. Casting "Mind Focus" will increase the amount of sciences learned in an hour. You can lose sciences when someone casts "Amnesia" on you or when someone does a "Learn" attack on you. In this section you can invest science points or see the current number of science points and their effect.













Side Menu >> "Thievery"
The Thievery section is where you can thieve other people. There are no self-thievery operations, unlike magic. The success rate of your thievery attempts depends on a few things: Your stealth, your thieves per acre compared to your opponent's thieves per acre and the percentage of watchtowers they have, race bonuses, honor bonuses, the bribe thieve thief operation, and monarchy bonuses in war. You are not guaranteed success with any thievery operation, even with 100% stealth, unless your target has 0 thieves. When you fail a thievery operation, you lose some stealth, and between 4% and 6% of the thieves you sent are caught, or less if you have built thieve's dens.













Side Menu >> "War Room"
This is where you attack other provinces. This is the way about 50% of the people who play utopia gain land. There are 6 different attacks you can use: Traditional March, Raze, Learn, Plunder, Conquest, and Massacre. In this section, select an attack type to learn more about it. Every attack takes a certain amount of days to complete. One general is required to accompany your troops on every attack. The effectiveness of an attack depends on the relative size of the province you are attacking. You cannot attack yourself. You cannot attack with your defensive specialists, they have no offensive capabilities
Attacking requires a lot of math. If you do not send enough military, you will fail an attack, wasting time and your troops. A large part of succeeding in utopia is succeeding attacks. For this reason, many people use the attack calculator found at
www.UtopiaTemple.com.













Side Menu >> "The World"
In this area you can see the current top kingdoms and provinces on the server. You can see the provinces and kingdom with the most land, honor, and highest networths on the island or in the game. Additionally, you can see the most powerful provinces according to race. For the first 10 days of the round, you are unable to see the kingdom numbers of the people on these lists. These lists are updated on the 1st, 7th, 13th, and 19th of day (utopian time) of each utopian month.
Above these lists you see a link that says "A Survey of the World" This page contains a table of the number of provinces playing every race and personality combination in the game. This helps to determine what the most successful combinations are, and how many people are playing with a strategy similar to yours.













Side Menu >> "Last Month"
On this page you can see events that affected your kingdom yesterday, including attacks by your kingdom, attacks on your kingdom, attacks between provinces in your kingdom, provinces dying, people defecting to your kingdom, people defecting from your kingdom, kingdom relation changes, aid shipments between provinces, news about dragons being sent to other kingdoms, when a dragon from another kingdom arrives at yours, when a dragon has been killed, and when your kingdom has started to create a dragon. The paper serves as a useful reference for seeing your kingdoms performance in a war, and for seeing if there is anyone to retaliate on after they attacked someone in your kingdom.













Side Menu >> "Throne"
Here, you can see a basic overview of your
province, a message from your monarch, recent news about your province, and check new messages that you have received. This page is very similar to what you see when you cast "crystal ball" on someone.













Slang >> "k"
"k" is often used as an abbreviation for "thousand" or ",000". If someone says "25k", they mean "25,000". Using "k" is a handy way of simplifying numbers by ignoring insignificant digits and thus making the number easier to remember.'k' stands for 'kilo', like kb for kilobyte, meaning 1000 bytes.













Soldiers
Soldiers are your basic military units. With soldiers, you can train offensive specialists, defensive specialists, elite troops, or thieves. You can do this by clicking "Military". In "Military" you can also obtain more soldiers by raising your draft rate. At the normal draft speed, every drafted soldier costs you 100 gc, but having lots of land can increase this value. Soldiers provide 1 offense point and 1 defense point, but those numbers change to 2 offense and 0 defense if Aggression is cast. It is usually a better idea to train your soldiers than attack with them. You can also explore with them, release them back into peasants, or send them as aid. One soldier adds 1.5 gc to your networth. Soldiers don't require any gc for maintenance.













Soldier Draft Costs
It costs you money draft every soldier. This cost varies depending on draft speed and size of your province in land. The drafts costs and speeds are: No Draft (0.0%% of your peasants per Utopian day at 0gc per soldier), Reservist Draft (0.5%% of your peasants per Utopian day at 40gc per soldier), Normal Draft (1.0%% of your peasants per Utopian day at 100gc per soldier), Aggressive Draft (1.5%% of your peasants per Utopian day at 250gc per soldier), and Emergency Draft (3.0%% of your peasants per Utopian day at 600gc per soldier). Patriotism will increase the draft rate by 30%, but not affect the cost per soldier. The only way to lower the soldier draft cost is to go to war, with the Orc race, or to lower your draft speed.













Spells >> Crystal Ball
Crystal Ball (abbr: cb) displays information about the province it is cast on. This information is what the other player would see if he were to go to his 'Throne' page, except the person casting this spell will not be able to see how many wizards or thieves the target province has.
Crystal Ball is one of the most essential spells in Utopia. It lets you gain information about another province that is needed to do a successful attack. There are many sites where you can format your crystal balls to display properly in your kingdom forums. One such site is
www.UtopiaTemple.com. This spell has no duration. Crystal Ball is available to all races.
The formula for the cost of Crystal Ball is 1 * (85+(Land/10)).
The difficulty of Crystal Ball on a scale from 1 to 10 is a 1.













Spells >> Crystal Eye
If you click 'The Paper' on the left, you see the events of the current Utopian month. If you click 'Last Month', you see the events of last utopian month. Crystal Eye (abbr: ce) displays the 'Paper' and 'Last Month' of the kingdom of the person you are casting the spell on. There are many uses for this spell. You can use it to find out if someone in another kingdom has attacked yet, or if an enemy kingdom is developing a dragon to send at you, or to see if a kingdom has any inactives that you won't need to bother fighting in a war. Because Crystal Eye will display the same information if cast on any two people in the same kingdom, it is wise to try to cast Crystal Eye on the one in the target kingdom with the lowest magic defense. Magic defense comes from wizards, and since attackers usually have the least amount of wizards, this means you should cast Crystal Eye on an attacker in the kingdom. This spell has no duration. Crystal Eye is available to all races.
The formula for the cost of Crystal Eye is 2 * (85+(Land/10)).
The difficulty of Crystal Eye on a scale from 1 to 10 is a 2.25.













Spells >> Minor Protection
Minor Protection (abbr: mp) gives a set 5% bonus to your defensive military efficiency for the duration of the spell. For example, if your defensive military efficiency was 100%, with protection it would be raised to 105%. If your defensive military efficiency was 120%, with protection it would be raised to 126%. Because of this, a province with 1000 defense points would instead have 1050 modified points while under the influence of this spell. This increase can often make the difference between losing acres and keeping them. It is highly recommended that all provinces keep this spell or greater protection active at all times. This spell lasts for a duration of 8 to 12 hours, before modifications. Minor Protection is available to all races.
The formula for the cost of Minor Protection is 3.5 * (85+(Land/10)).
The difficulty of Minor Protection on a scale from 1 to 10 is a 1.8.













Spells >> Greater Protection
Like minor protection, Greater Protection (abbr: gp) gives a set 5% bonus to your defensive military efficiency for the duration of the spell. For example, if your defensive military efficiency was 100%, with protection it would be raised to 105%. If your defensive military efficiency was 120%, with protection it would be raised to 126%. Because of this, a province with 1000 defense points would instead have 1050 modified points while under the influence of this spell. This increase can often make the difference between losing acres and keeping them. It is highly recommended that all provinces keep this spell or minor protection active at all times. This spell lasts for a duration of 12 to 24 hours, before modifications. Greater Protection is available to Avians and Elves.
The formula for the cost of Greater Protection is 4.5 * (85+(Land/10)).
The difficulty of Greater Protection on a scale from 1 to 10 is a 2.2.













Spells >> Fog
Fog increases the attack time of any army assaulting your lands. By delaying the return of your opponent's armies, you and your kingdommates may gain significant time to perform operations and retaliatory strikes before his military returns. Fog normally delays an army an extra 2 Utopian days. This spell lasts for a duration of 6 to 16 Utopian days. Fog is available to Elves, Faeries, and Undeads.
The formula for the cost of Fog is 6 * (85+(Land/10)).
The difficulty of Fog on a scale from 1 to 10 is a 2.6.













Spells >> Magic Shield
Your basic magic defense is calculated by the amount of wizards you have per acre, or WPA. Magic Shield (abbr: ms) adds a bonus to that calculation, making it more difficult for your opponents to cast spells on you. This spell lasts for a duration of 6 to 20 Utopian days, before modifications. Magic Shield is available to all races.
The formula for the cost of Magic Shield is 5 * (85+(Land/10)).
The difficulty of Magic Shield on a scale from 1 to 10 is a 3.













Spells >> Mystic Aura
Mystic Aura (abbr: ma) spell causes the next hostile spell cast on your province to automatically fail. Mystic Aura has no duration; it lasts until the next spell attempt on your province. When someone tries to cast a spell on someone with mystic aura, they will not only fail, but there will be a small explosion that will kill some of their wizards. Mystic Aura is available to Elves and Faeries.
The formula for the cost of Mystic Aura is 6 * (85+(Land/10)).
The difficulty of Mystic Aura on a scale from 1 to 10 is a 3.













Spells >> Fertile Lands
By casting Fertile Lands (abbr: fl), you can increase the food production of your province by an additional 25%. This spell lasts for a duration of 6 to 20 Utopian days, before modifications. Fertile Lands is available to all races.
The formula for the cost of Fertile Lands is 5 * (85+(Land/10)).
The difficulty of Fertile Lands on a scale from 1 to 10 is a 3.













Spells >> Nature's Blessing
Nature's Blessing (abbr: nb) protects your province from the hostile spells Drought and Storms. Nature's blessing will not cancel out droughts or storms that are already on your province. The duration of Nature's Blessing is between 8 and 20 Utopian days. In addition, it also has a 20% chance of curing the Plague when cast. It doesn't not have a 20% chance of curing the plague every hour that it is active, only when it is cast. Nature's Blessing is available to all races.
The formula for the cost of Nature's Blessing is 6 * (85+(Land/10)).
The difficulty of Nature's Blessing on a scale from 1 to 10 is a 3.2.













Spells >> Love and Peace
Love and Peace (abbr: l&p) increases the base birth rate of your province, thus increasing the speed at which you produce peasants. It increases your birth rate from approximately 2.5% per hour to approximately 3.25% per hour. This spell is useful at any time your current population is less than your maximum population, especially at the beginning of the round. The duration of Love and Peace is between 8 and 20 Utopian days. Love & Peace is available to all races.
The formula for the cost of Love & Peace is 7 * (85+(Land/10)).
The difficulty of Love & Peace on a scale from 1 to 10 is a 3.6.













Spells >> Tree of Gold
Tree of Gold (abbr: ToG) produces gc. This spell can be a major source of gold for poor provinces. Casting Tree of Gold will generate between 40% and 70% of a province's hourly income.Tree of Gold is available to Elves and Undeads.
The formula for the cost of Tree of Gold is 8 * (85+(Land/10)).
The difficulty of Tree of Gold on a scale from 1 to 10 is a 3.8.













Spells >> Quick Feet
A very useful spell for attackers, Quick Feet (abbr: qf) decreases your attack time for your next attack to approximately 85% of its normal time. Quick Feet is available to Elves and Humans.
The formula for the cost of Quick Feet is 8 * (85+(Land/10)).
The difficulty of Quick Feet on a scale from 1 to 10 is a 4.













Spells >> Builder's Boon
Builder's Boon (abbr: bb) decreases the amount of time needed to complete buildings by 10%. The duration of Builder's Boon is between 8 and 20 Utopian days. Builders' Boon is available to all races.
The formula for the cost of Builders' Boon is 10 * (85+(Land/10)).
The difficulty of Builders' Boon on a scale from 1 to 10 is a 4.2.













Spells >> Inspire Army
Inspire Army (abbr: ia) decreases both your daily military expenses and your troop training time. Inspire army lasts for between 8 and 16 Utopian days, before other modifications. Inspire army reduces maintenance costs by 15% and reduces training time by 20%. Inspire Army is available to all races.
The formula for the cost of Inspire Army is 11 * (85+(Land/10)).
The difficulty of Inspire Army on a scale from 1 to 10 is a 4.6.













Spells >> Anonymity
Anonymity (abbr: anon) masks your identity for one attack. Your target's news and paper will record your attack as "As Unknown Province from xx:xx" (with xx:xx being your kingdom number), thus making it more difficult for opponents to retaliate. It is still possible to find out who the attacker was, but it requires much more effort to do so. If you attack with anonymity cast, you will not gain any honor, but person you attacked will not be able to retaliate with an ambush. This spell remains active until your next attack. Anonymity is available to Elves, Halflings, and Humans.
The formula for the cost of Anonymity is 13 * (85+(Land/10)).
The difficulty of Anonymity on a scale from 1 to 10 is a 4.6.













Spells >> Invisibility
By giving your thieves a 10% bonus to their operations, invisibility allows you to extend the abilities of your thieves beyond their normal limits. Invisiblity does not help you defend yourself from thieves. Invisibility lasts for 8 - 16 Utopian days before other modifications. Invisibility is available to all races.
The formula for the cost of Invisibility is 13.5 * (85+(Land/10)).
The difficulty of Invisibility on a scale from 1 to 10 is a 5.6.













Spells >> Clear Sight
Clear Sight (abbr: cs) gives you a 25% chance to catch any thieves in your province, regardless of the TPA of the opponent. When added to the benefits of Watchtowers, this spell can make conducting operations on your province very difficult indeed. Clear sight lasts for 12 - 24 Utopian days before other modifications. Clear Sight is available to Elves and Faeries.
The formula for the cost of Clear Sight is 14 * (85+(Land/10)).
The difficulty of Clear Sight on a scale from 1 to 10 is a 5.8.













Spells >> War Spoils
Under normal circumstances, any land you gain in combat is not added to your acre total until after your army returns. By casting War Spoils (abbr: ws), the acres you gain are added immediately after a successful attack. It is sometimes a bad idea to cast war spoils if a considerable portion of your defense is out, because retaliations on your province will be larger. However, War Spoils does make you immune to Ambush attacks during its duration. War spoils will not bring you land that you gained before casting it. Your military will still take the set amount of time to return home. War spoils lasts for 2-8 Utopian days before other modifications. War Spoils is available to Elves, Halflings, and Undeads.
The formula for the cost of War Spoils is 14.5 * (85+(Land/10)).
The difficulty of War Spoils on a scale from 1 to 10 is a 6.













Spells >> Fanaticism
Fanaticism (abbr: fanat) gives a 5% bonus to your attack points, but has two distinct drawbacks. First, your armies' gains will be reduced by 10%. Second, you suffer a 5% penalty to your defense points for the duration of the spell. Fanaticism lasts for 2-8 Utopian days before other modifications. Fanaticism is available to all races.
The formula for the cost of Fanaticism is 15 * (85+(Land/10)).
The difficulty of Fanaticism on a scale from 1 to 10 is a 6.













Spells >> Mind Focus
Mind Focus (abbr: mf) increases the amount of points gained from research by 10%. Mind Focus lasts for 12-24 Utopian days before other modifications. Mind Focus is available to all races.
The formula for the cost of Mind Focus is 15.5 * (85+(Land/10)).
The difficulty of Mind Focus on a scale from 1 to 10 is a 6.2.













Spells >> Town Watch
Town Watch (abbr: tw) makes each of your peasants worth .1625 defense points for the duration of the spell. As a downside, your peasants will suffer significant losses during any attacks on your province. Town Watch lasts for 8-12 Utopian days before other modifications. Town Watch is available to Avians and Elves.
The formula for the cost of Town Watch is 16 * (85+(Land/10)).
The difficulty of Town Watch on a scale from 1 to 10 is a 6.8.













Spells >> Aggression
Aggression increases the value of your soldiers for offense, making each of them worth 2 offense points. It also decreases their value on defense, making them wroth 0 defense points for the duration of the spell. Aggression lasts for 10-14 Utopian days before other modifications. Aggression is available to Avians, Elves, and Orcs.
The formula for the cost of Aggression is 16.5 * (85+(Land/10)).
The difficulty of Aggression on a scale from 1 to 10 is a 6.8.













Spells >> Animate Dead
Animate Dead (abbr: ad)takes 50% of the casualties you suffer in defense of your lands and restores them to life as basic soldiers. Animate Dead only affects a single attack on your province. Animate Dead remains on your province until you are attacked or it is removed with Mystic Vortex. Animate Dead is available to Elves and Faeries.
The formula for the cost of Animate Dead is 17 * (85+(Land/10)).
The difficulty of Animate Dead on a scale from 1 to 10 is a 7.













Spells >> Reflect Magic
Reflect Magic (abbr: rm) serves as additional magic defense. Each spell successfully cast on your province has a 1 in 5 chance of being reflected back on its caster while Reflect Magic is in effect, which is usually between 10 and 14 Utopian days. Reflect magic will not bounce between two provinces that both have it cast. Reflect magic also has a chance of bouncing back spells cast by kingdommates, including self-spells. If a harmful spell is bounced back at someone during hostility, they will move their kingdom's hostility meter, not yours. If you reflect a land lust spell back on someone, the land will be destroyed instead of being added to your province. Reflect Magic is available to Elves, Halflings, Humans, and Undeads.
The formula for the cost of Reflect Magic is 18 * (85+(Land/10)).
The difficulty of Reflect Magic on a scale from 1 to 10 is a 7.6.













Spells >> Shadowlight
Shadowlight (abbr: sl) allows you to know the identity of the next province to attempt thievery operations against you, but does not aid in catching the theives. It only works on the next attempt, and does not prevent the success of the operation. Shadowlight lasts until someone attempts or does a thievery operation on you or dissipates the spell with Mystic Vortex. ShadowLight is available to all races.
The formula for the cost of ShadowLight is 19 * (85+(Land/10)).
The difficulty of ShadowLight on a scale from 1 to 10 is a 8.













Spells >> Patriotism
Patriotism (abbr: pat) allows you to increase the speed at which you draft peasants into your military by a factor of 1.3, and gives partial protection from the propaganda thievery operation. At the normal draft speed, instead of only being able to draft up to 1% per utopian day, you will instead draft up to 1.3%. Patriotism will weigh a heavy toll on your income, though, as more money is spent on drafting soldiers. Patriotism lasts for 8-14 Utopian days. Patriotism is available to all races.
The formula for the cost of Patriotism is 20 * (85+(Land/10)).
The difficulty of Patriotism on a scale from 1 to 10 is a 8.8.













Spells >> Paradise
Paradise (abbr: 'dicing) adds acres to your province. These acres are barren lands ready for development, and are regarded as land explored by your province in the Historian Advaisor. Acres gained from paradise are not subtracted from your kingdom pool of explorable acres. The amount of acres gained is also dependant on your percentage of guilds. Some people gain all of their land through this spell. That is called Paradising. You cannot cast paradise if you are at war. Paradise generates around 1 - 15 acres each time it is cast. Paradise is available to all races.
The formula for the cost of Paradise is 30 * (85+(Land/10)).
The difficulty of Paradise on a scale from 1 to 10 is a 10.













Spells >> Storms
Storms is useful if you are tring to take all of someone's peasants, to either prevent them from attacking or even possibly peasant-kill them. This spell reduces birthrates to a crawl. Normal birthrates are 2.5% of your population per Utopian day, this spell reduces it to 0.75%, or 1.60% with Love and Peace cast. This prevents someone's peasants from multiplying when you are trying to kill them. Storms is most effective when combined with kidnapping and arson, and the spells fireball and meteor showers. If someone has droughts cast on their province, and you cast storms, the droughts will be cancelled, but they will still get storms. If the target has nature's blessing, droughts will have no effect. Storms has a duration of 7-14 Utopian days. Storms is available to all races.
The formula for the cost of Storms is 8 * (85+(Land/10)).
The difficulty of Storms on a scale from 1 to 10 is a 2.25.













Spells >> Droughts
Droughts is used to starve a province. When a province starves (runs out of food), its military will be released little by little each hour. Droughts reduces food producton to 75% of normal and kills off a small percentage of the target province's horses. This spell is most effective when used with the spells Vermin and Explosions, the thief operations Rob Granaries and Torch Farms, and also dragons and the plague. If someone has storms cast on their province, and you cast droughts, the storms will be cancelled, but they will still get droughts. If the target had nature's blessing when droughts was cast, the droughts will have no effect. Droughts has a duration of 10-15 Utopian days. Do not cast this spell on Undeads. It will have little effect. Drought is available to all races.
The formula for the cost of Drought is 10 * (85+(Land/10)).
The difficulty of Drought on a scale from 1 to 10 is a 2.5.













Spells >> Vermin
Vermin increases the decay rate of your food. If your net food production is negative, this means that it will speed up how quickly your province starves. Your food decay rate is increased from 1% to 6% per Utopian day. When a province starves, its military will be released little by little each hour. This spell is most effective when used with the spells Drought and Explosions, the thief operations Rob Granaries and Torch Farms, and also dragons and the plague. Vermin has a duration of 10-15 Utopian days. Do not cast this spell on Undead, it will have no effect. Vermin is available to Elves and Halflings.
The formula for the cost of Vermin is 12 * (85+(Land/10)).
The difficulty of Vermin on a scale from 1 to 10 is a 3.5.













Spells >> Expose Thieves
Expose thieves (abbr: et) lowers a target province's stealth. Low stealth means a lower thievery success rate, and other people will have an easier time running thievery operations on you. You can also run more operations on people if your stealth is higher. By casting expose thieves on people, you make it easier to thieve from them while making it harder for them to thieve other people. The stealth must be regenerated over time. Expose thieves is most effective when casted many times on a province. After exposing a province several times, if the target is a thief or mage, it is wise to have the thieves in your kingdom run operations on the target province, especially assassinate wizards, sabotage wizards, and propaganda to make future operations on that province easier. If the target is an attacker, have the thieves in your kingdom night strike, burn forts, assassinate wizards, or kidnap. Expose Thieves is available to all races.
The formula for the cost of Expose Thieves is 12 * (85+(Land/10)).
The difficulty of Expose Thieves on a scale from 1 to 10 is a 3.75.













Spells >> Greed
Greed causes an enemy's military maintenance and draft costs to go up by 25%. This spell is most effective when used after killing off a large portion of someone's peasants, casting storms, and with the thievery operation 'Incite Riots'. Greed lasts for between 8 and 16 Utopian days. Greed is available to all races.
The formula for the cost of Greed is 13 * (85+(Land/10)).
The difficulty of Greed on a scale from 1 to 10 is a 4.













Spells >> Fool's Gold
Fool's Gold (abbr: fg) destroys a portion of an enemy target's gold. Fool's Gold can only be cast during hostility or war. When cast on an equal-sized target, Fool's Gold will destroy 25% of the target's gold. Fool's Gold is rarely used. When it is used, its purpose is when an enemy is found who has a large stockpile of gc (at least 10 times their networth), and the mage want to prevent the target from spending it. Fool's Gold is available to all races.
The formula for the cost of Fool's Gold is 14 * (85+(Land/10)).
The difficulty of Fool's Gold on a scale from 1 to 10 is a 4.25.













Spells >> Pitfalls
Pitfalls is used to kill of a target's military. When a province has pitfalls cast on it, it loses more troops in combat whenever it is attacked or whenever it attacks. Pitfalls is most effective when used with the spell meteor showers and the thievery operation Night Strike. Try to find out who your kingdommates plan on attacking, and cast it on their targets. Pitfalls can be extremely damaging when used on a province that has town watch cast. Pitfalls is available only during hostility/war. Pitfalls is available to all races.
The formula for the cost of Pitfalls is 15 * (85+(Land/10)).
The difficulty of Pitfalls on a scale from 1 to 10 is a 4.75.













Spells >> Fireball - Contributed by QuantumChaos
Fireballs are extremely effective when used to kill off enemy peasants. When a province has low peasants from fireballs, their employment and income drop significantly, their military stops drafting, and in extreme cases their army refuses to attack. Fireball is most useful when cast multiple times, and when used with Storms, Meteor Showers, and the thievery operation Kidnappings and arson. Fireballs kill off approximately 10% of enemy peasants. Fireball is available only during hostility and war. Fireball is available to all races.
The formula for the cost of Fireball is 15 * (85+(Land/10)).
The difficulty of Fireball on a scale from 1 to 10 is a 5.













Spells >> Lightning Strike
Lightning Strike is useful when a province with a huge amount of runes is discovered that could wreak havoc on a kingdommate. One lightning Strike destroys 20%-30% of the target's runes. Lightning Strike is most effective when cast multiple times or used with the thievery operation Rob Towers. Lightning Strike is available only during hostility and war. Lightning Strike is available to all races.
The formula for the cost of Lightning Strike is 15.5 * (85+(Land/10)).
The difficulty of Lightning Strike on a scale from 1 to 10 is a 5.













Spells >> Explosions
Explosions is most useful when trying to starve an enemy province, or when all of the provinces in an enemy kingdom are sending soldiers to one province to kill a dragon. Explosions destroys a random percentage of all aid to and from a target province. Explosions is available to all races.
The formula for the cost of Explosions is 18 * (85+(Land/10)).
The difficulty of Explosions on a scale from 1 to 10 is a 6.25.













Spells >> Amnesia
Amnesia is useful when you are targeting a province that has a lot of sciences. You can found out how much science a province has by using the 'Spy on Sciences' thievery operation. Casting amnesia will erase about 3% of the target's science points, and cause another 3% to need to be relearned. Amnesia can only be cast during hostility or war. Amnesia is available to Elves and Faeries.
The formula for the cost of Amnesia is 19 * (85+(Land/10)).
The difficulty of Amnesia on a scale from 1 to 10 is a 6.5.













Spells >> Nightmares
Nightmares (abbr: nm) are very useful when weakening an enemy's army. Every time you cast Nightmares, 3% of the target's soldiers become peasants, and around 1% of the target's troops are put back into training (and will be available 12 hours after Nightmares was cast). Nightmares is most effective when cast multiple times, and combined with meteor showers, pitfalls and the thievery operations Burn Forts and Night Strike. Nightmares can only be cast during hostility or war. Nightmares is available to Elves and Undeads.
The formula for the cost of Nightmares is 22 * (85+(Land/10)).
The difficulty of Nightmares on a scale from 1 to 10 is a 9.5.













Spells >> Mystic Vortex
Mystic Vortex (abbr: mv) has many uses. It has a 50% chance of disspelling any spell already cast on that province. When cast on enemy provinces, it can get rid of spells such as minor protection and town watch, making attacking the province easier, or it can remove nature's blessing or magic shield or reflect magic and make casting spells on the target easier, or one of the other self-spells. On the other hand, it can just as easily remove spells that your kingdommates cast on them. For this reason, it is a good idea to check the forums to see what spells have been cast on someone before casting Mystic Vortex.
If a mage has plagued you with all sorts of spells, and you want to get rid of them, you can ask a kingdommate to cast Mystic Vortex on you, and they will have a 50% chance of getting rid of each of the spells cast on you. Mystic Vortex is available to all races.
The formula for the cost of Mystic Vortex is 23 * (85+(Land/10)).
The difficulty of Mystic Vortex on a scale from 1 to 10 is a 6.75.













Spells >> Meteor Showers
Meteor Showers (abbr: ms) is used to weaken a province, especially attackers. Every Utopian day, for the duration of the spell, the target province, will lose up to 3% of its troops and peasants. Keeping this spell on a province continually will be devastating after a Utopian Month or two. This spell is most effective when used with the spells Pitfalls and Nightmares, and with the Night Strike thievery operation. Meteor Showers has a duration of 4 to 12 Utopian days. Meteor Showers can be cast only during hostility or war. Meteor Showers is available to Elves and Faeries.
The formula for the cost of Meteor Showers is 25 * (85+(Land/10)).
The difficulty of Meteor Showers on a scale from 1 to 10 is a 10.













Spells >> Tornadoes
When you cast tornadoes, about 3% of the target province's buildings are destroyed, and he is left with barren acres. Casting this spell multiple times can drain a lot of money, peasants, and building bonuses from a province. This spell is most effective when cast multiple times, or when combined with the thievery operations Kidnapping and Riots, and with the spells Fireball, Meteor Showers, and Greed. You can cast tornadoes only during hostility or war. Tornadoes is available to all races.
The formula for the cost of Tornadoes is 25 * (85+(Land/10)).
The difficulty of Tornadoes on a scale from 1 to 10 is a 7.5.













Spells >> Land Lust
Land lust (abbr: ll) steals enemy acres. When a mage casts land lust, he gains around 1% of the target's land, in the form of barren acres. This spell is most effective when cast multiple times, and is rarely profitable unless you and your target are equally sized and over 1500 acres. You can cast Land Lust only during war. It is possible to cast Land Lust on provinces in your kingdom. It will not gain you acres though, although that province will lose acres. Land Lust is available to all races.
The formula for the cost of Land Lust is 35 * (85+(Land/10)).
The difficulty of Land Lust on a scale from 1 to 10 is a 10.













Standing Army
Your Standing Army consists of your archers and whatever troops you have not sent out recently. These troops (other than your offensive specialists) will defend your land if you are attacked. During war, you only have to pay a maintenance fee for all troops in your standing army, except for soldiers, unless you attacked a kingdom outside of your war, in which case all troops require maintenance.













Stealth
Stealth is similar to mana. Stealth is a meter that has an effect on your thievery success rate. Low stealth means a lower thievery success rate, and other people will have an easier time running thievery operations on you. Stealth is shown as a percentage. At 50% stealth, you are more likely to be caught in a thievery operation than you are at 100%. Stealth increases at around 3% per hour. Stealth decreases with every thievery operation (it decreases more the further you are from someone) or when expose thieves is cast on you. You can perform thievery operations as long as your stealth is over 10%. Stealth cannot go above 100%. 100% stealth does NOT mean a guaranteed success. Your stealth can also be lowered when someone casts "Expose Thieves" on you, or when you do a thievery operation. Thieves can be lost through the massacre attack.













Swirve - Contributed by Secretz
Swirve is the company that provides and upkeeps Utopia. They own the servers, the game, the whole thing. Previously known as Solaria Games, Solaria Interactive or Echelon Entertainment, it has been up for 7 years now. Besides Utopia, Swirve offers many more free games such as Earth 2025 and Fantasy Baseball. Swirve is run by Mehul Patel.
Visit them at www.swirve.com













Tax Rate
The majority of your income will probably come from peasants. Your tax rate, as a result, has a direct effect on your income. Peasants generate around 3 gc per hour. Building efficiency, banks, and employment have the greatest effect on income, but race bonuses, monarch bonuses, personality bonuses, spells, and sciences can also play a major role.













Thieves
Many people make the mistake of thinking that thieves are only meant for thief/mage playing style. That is incorrect. Thieves do allow you to steal from other people, but they also help you gain intelligence (Spy on Military, Survey, Spy on Sciences) that could lead to successful attacks. Additionally, having a small force of thieves helps to catch people who are trying to thieve you. Attackers should keep around 1 thief per acre (abbr: tpa), while thieves or mages should have at least 3 tpa. Don't train thieves if it means sacrificing a large portion of your defense. 1 thief counts as 1 unit towards your total population.
One Thief adds 4 gc to your networth.













Thievery Operations >> Infiltrate
Using Infiltrate allows you to see approximately how many thieves are trained within another province. The more of your own thieves you send, the more accurate the information you receive.













Thievery Operations >> Survey
A Survey allows you to see what you would see if you went to your Internal Affairs Council page... what buildings the person has and what buildings are coming in shortly. It's a good idea to survey someone if you plan on attacking them. It will let you see if another person has Forts or Guilds. If they have forts, their defense will be higher and you will need to send more offense to break them. If they have guilds, there is a very good chance that they casted minor protection, also meaning you will have to send more offense. If they have lots of barren land, and no buildings coming in, they may be inactive. Occasionally, kingdommates will survey you just to check your build strategy to make sure you are making optimal use of your land. The more thieves you send, the more accurate the numbers you get will be. If you are planning on attacking someone, Spy on Military and Spy on Sciences are also useful operations to use on them.













Thievery Operations >> Spy On Military
Spy on Military (abbr: SoM) is very useful for retaliating on people who have attacked you or your friends. It is a type of intelligence operation (abbr: intel). SoM lets you see approximately how many elites or other troops they sent out. Elites often comprise a large portion of a province's defense, and if they sent out some of their elites, they have less defense at home and be easier to attack. However, if a province has no elites at home, then you can probably not get a SoM, unless you are curious if they have recently trained any troops. The number the thieves give you isn't very accurate, though, so err on the side of caution when figuring out how many troops to send when you attack. It is also a good idea to survey someone if you plan on attacking them. A Spy on Sciences operation is also very useful.













Thievery Operations >> Spy On Sciences
Spy on Sciences (abbr: SoS) allows you to see the effect that someone's sciences has on their province. It's useful for seeing whether casting Amnesia or using the Learn attack will be worthwhile. The more thieves you send, the more accurate the returned results will be.













Thievery Operations >> Sabotage Wizards
Sabotoge wizards can only be used during Hostilities or War. It lowers someone's mana to about 90% of it's previous level (100% becomes 90%, 90% becomes 81%), making spells easier to cast on them and harder for that person to cast. Good if you get into a war and find out there are a few provinces that are really heavy magic casters. This spell works best when casted multiple times.













Thievery Operations >> Rob the Granaries
Rob the Granaries allows you to steal food from another province. It is a good, quick way to get food, and could actually sustain you at the beginning of the round as people play catch up on getting enough thieves. Some more daring thieves get all of their food with this operation. Outside of war, it is possible to steal up to around 33.33% of someone's food every time you rob someone's granaries if both of you are the same size (with one thief carrying around 81 bushels). In a war, you can steal up to around 36% at once if you are the same size (With one thief carrying around 85 bushels). Often, thieves will run this operation several times, use torch farms several more times, and then cast drought and explosions to try to starve a province.













Thievery Operations >> Rob the Vaults
Rob the Vaults allows you to steal gold from another province. It is a good, quick way to get easy money, and could provide a major source of someone's income if they find someone who has a large amount of money. Outside of war, it is possible to steal up to around 7.5% of someone's gc every time you rob someone's vaults if both of you are the same size (with one thief carrying 35 gc). In a war, you can steal up to 12.24% at once if you are the same size (with one thief carrying around 60 gc).













Thievery Operations >> Rob the Towers
Rob the Towers allows you to steal runes from another province. It is a good, quick way to get runes, and is often the only source of runes for some thieves. Outside of war, it is possible to steal up to around 25% of someone's runes every time you rob someone's towers if both of you are the same size (with one thief carrying 16 runes). In a war, you can steal up to around 28% at once if you are the same size (with one thief carrying around 16 runes).













Thievery Operations >> Kidnapping - Contributed by QuantumChaos
Kidnapping is a one way to increase the amount of peasants that are living in your province. You may kidnap many people, but you only get a few back. Remember, though you may only get a handful of peasants back, you'll be hurting the other province more. Peasants are the lifeblood of your province. Without peasants you're unable to produce much gold, draft soldiers, attack (if your army is a lot larger than your population), and your building efficiency will go down. Often, thieves will kidnap most of an attackers peasants, leaving them with little or no income and sometimes disabling their ability to attack. If someone loses all of their peasants, their province dies. Outside of war, it is possible to steal up to around 3.3% of someone's peasants if both of you are the same size (with around 4.5 thieves for every peasant). In a war, you can steal up to around 3.5% at once if you are the same size (with one thief carrying around 4.5 peasants).













Thievery Operations >> Arson
When someone's maximum population falls below their total population, peasants will leave. Arson allows you to destroy another province's housing, and lower their maximum population. It can only be used during Hostilities or War.













Thievery Operations >> Night Strike
NightStrike (abbr: ns) comes in two forms. A normal thief can only nightstrike soldiers. Someone with the Rogue personality can nightstrike any part of the army (with the exception of other thieves). That is called Enhanced Night Strike (abbr: ens). The more thieves you send, the more of the others' army you'll kill. When at war, a non-rogue can night strike around 18% of a province's soldiers at a time, sending 1 thief for every soldier, if the thief is the same size as his target. At war, a thief can kill only around 16% of a province's soldiers at a time, with 1 thief for every 1 soldier if the thief is the same size as his target.













Thievery Operations >> Incite Riots
Inciting Riots allows a thief to hamper the economy of another province. Their tax collection efforts will not be as effective as normal, therefore they'll receive less gold per Utopian day. The number of days that the target has riots is directly proportional to the number thieves sent. Riots will lower your income from peasants to 80% of normal for their duration. Undead do not have access to this operation unless they are rogues.













Thievery Operations >> Steal War Horses
There are two reasons to steal someone's horses. One is to reduce the amount of horses they have available to attack someone with. Horses give 1 point of offense for every horse you send with a soldier, offspec, and elite, and if the person you are stealing from doesn't have enough horses to go around, it will reduce their offense. Another reason to steal someone's horses is to restock your own stables. If you're an attacker and lost a bunch of horses recently due to a few attacks, you could steal someone's horses instead of waiting for the stables to restock themselves. When not at war, you can steal up to around 6.5% of someone's horses at a time, with around 20 thieves per horse. At war, a thief can steal up to around 7% of a province's horses, with 20 thieves per horse.













Thievery Operations >> Bribe Generals
Bribe Generals (abbr: bg) causes people to lose more troops in the next attack that they make. It is available to only Halflings and Rogues, and only during war or hostility. It is impossible to tell if your generals have been bribed until the general is caught a few hours later.













Thievery Operations >> Bribe Thieves
You can only use Bribe Thieves (abbr: bt) if you're in hostilities or war, and only if you're a Halfling or Rogue. Bribe Thieves lets you be more successful in your attempts of thievery against an enemy, and makes thievery more difficult for them.













Thievery Operations >> Burn Forts
You can only use Burn Forts during hostilities or war. Buring another's forts allows an attacker to make more gains in land during an attack, and lowers the other province's defense. Burn Forts is most useful if you have a kingdommate planning on attacking this person.













Thievery Operations >> Assassinate Wizards
Assassinate Wizards (abbr: aw) can only be used during hostilities or war, and only by someone with the Rogue personality. You send your thieves into the guilds of the enemy to kill the enemies wizards. The more thieves you send, the more wizards you'll kill. This is very useful for neutralizing an enemy mage with weak thieves, or making casting spells on an attacker easier.













Thievery Operations >> Torch Farms
Torch Farms can only be used during hostilities or war, and only by someone with the Rogue personality. Since food is so important to a province's ability to function properly, destroying those farms makes sense. Remember, however, that Undead have no need for farms, and therefore, more than likely, do not have farms built, so don't bother using this operation on them. This is a very useful if you planning on starving someone, especially when used with Rob the Granaries, Vermin, Droughts, and Explosions.













Thievery Operations >> Propaganda
Propaganda can only be used during war, and only by someone with the Rogue personality. This operation allows your thieves to go to another province and steal some of their troops, wizards, thieves, and peasants. You have a chance of bring back military, thieves, wizards, and peasants. It is very useful when used multiple times on one province.













Time
One of the first things you may have noticed when you first logged in was that the date was different. It may have said the date was February 12 YR4 when it was clearly not February 12, 4 AD. That is because Utopia uses a different type of time. If Utopia were to move at real-time, the game would be boring. For that reason, time is sped up. A Utopian day takes one real hour. There are 24 Utopian days in a Utopian month, so a Utopian month takes one real day. There are 7 Utopian months in a Utopian Year; a Utopian year lasts a week. There are usually 12 or 13 Utopian years in a round. After that time, every
province is reset. The days of the Utopian month are aligned with Central Standard Time (CST). 7 AM CST is the 7th in Utopian time. Province and kingdom rankings in 'The World' are updated on the 1st, 7th, 13th, and 19th every day.













Trade Balance
Your Trade Balance (abbr: tb) represents how much aid you have received and sent. Like networth, your trade balance is represented as a value in gc. A positive trade balance means that you have sent lots of aid (called a trade surplus), while a negative one means you have received lots of it (called a trade deficit). If your trade balance is negative beyond four times your networth, you will be taxed on any further aid that you receive. Your tb doesn't increase as much when you send aid to people who have been hit multiple times recently. Your trade tax cannot exceed 98%.













Unemployed Peasants - Contributed by QuantumChaos
Unemployed peasants is your number of peasants minus your number of jobs, or 0 if you have more jobs than peasants. If more than around two thirds of your peasants are unemployed, your efficiency will go down. Also, employed peasants are the only ones that pay taxes, so having few unemployed peasants means more money for you. You cannot have unfilled jobs if you have unemployed peasants, and vice versa.













Unfilled Jobs - Contributed by QuantumChaos
Unfilled jobs is your number of jobs minus your number of peasants, or 0 if you have more peasants than jobs. If you leave your jobs are unfilled, your Building Effectiveness will go down over time. You can not have unemployed peasants if you have unfilled jobs, and vice versa. To lower this number, build more homes.













Utopia
C'mon, now, do you look up 'Dictionary' in the dictionary, too?













War Horses
War Horses are very useful only for attackers. With every soldier, offensive specialist, and elite, you may send 1 horse. Horses add 1 offense point to the troop you are sending: Soldiers (which have 1 offense) would have 2 offense when a horse is sent with it. You can only send a maximum of one horse per unit sent. Generals, mercenaries and prisoners are not considered units. Explorers don't attack, so they have no need for horses. Horses are produced at a rate of 1 per hour for every stable, with a maximum of 75 horses per stable. Horses can be lost in battle, when droughts are cast on you, and when they are stolen.













Wizards
Wizards (abbr: wizzies) are needed for casting spells on other people, or defending yourself from enemy spells. The more wizards per acre (abbr: wpa) that you have, the greater your chances of successfully casting a spell on someone or defending yourself from a foreign spell. Wizards are created in your guilds. Every guild at 100% building efficiency has a 2% chance of creating a wizard, except for Mystics have a 4% chance. occasionally, when you fail a spell attempt, some wizards will die in an explosion. Attackers should keep around 1 wpa (some daring and/or dumb attackers only have the 10 wizards they started with), while thief/mages should aim for at least 3 wpa. To cast spells or stop guilds from training wizards or release wizards, click "Mystics" on the left. Rogue personalities can kill wizards with the "assassinate wizards" thief operation. Attackers can kill wizards with the massacre attack.
One wizard adds 4 gc to your networth.













World >> "A Survey of the World"
This page provides a table showing the popularity of each race and personality in the game. If you are undecided on what may be an effective race/personality combination, this may be a good place to start. Of course, navigating to this page is difficult without a province, so you may need to ask someone what the popular combinations are.
Interesting Note - If you right-click this link and open it in a new window, and change "race.htm" to "race2.htm", you can see information on the average land and networth of each race, as well as the total land and networth for each race. This gives a very good idea of what the most powerful races are, as well as an impression of how you are doing compared to other people.













World >> "The Largest Kingdoms on the Island"
Land is a good measurement of strength. This page allows you to compare your kingdom with others on your island by acres and see the total number of acres in your kingdom. All of the kingdoms on your island are listed on this page, so you can rank your kingdom with theirs. This page is updated once every 6 hours.













World >> "The Largest Kingdoms in the World"
Land is a good measurement of strength. This page allows you to to see how much land the top 50 kingdoms have, and if your kingdom is doing well, see the rank of your kingdom in acres on the server. This page is updated once every 6 hours.













World >> "The Most Honorable Kingdoms on the Island"
Honor is a good measurement of kingdom organization, activity, and fighting ability. This page allows you to compare your kingdom with others on your island by honor, and see the total honor of your kingdom. All of the kingdoms on your island are listed on this page, so you can rank your kingdom with theirs. This page is updated once every 6 hours.













World >> "The Most Honorable Kingdoms in the World"
Honor is a good measurement of kingdom organization, activity, and fighting ability. This page allows you to to see how much honor the top 50 kingdoms have, and if your kingdom is doing well, see the rank of your kingdom in honor on the server. This page is updated once every 6 hours.













World >> "The Most Powerful Kingdoms on the Island"
Networth is a good measurement of strength. This page allows you to compare your kingdom with others on your island by networth. All of the kingdoms on your island are listed on this page, so you can rank your kingdom with theirs. This page is updated once every 6 hours.













World >> "The Most Powerful Kingdoms in the World"
Networth is a good measurement of strength. This page allows you to to see how much networth the top 50 kingdoms have, and if your kingdom is doing well, see the rank of your kingdom in networth on the server. This page is updated once every 6 hours.













World >> "The Largest Provinces on the Island"
Land is a good measurement of strength. This page allows you to compare your province with others on your island by acres. The 100 largest provinces on your island are listed on this page, so you can rank your province with theirs if you are large enough. This page is updated once every 6 hours.













World >> "The Most Honorable Provinces on the Island"
Honor is a good measurement of province activity and fighting ability. This page allows you to compare your province with others on your island by honor if you are in the top 100 on your island. Only the 100 most honorable provinces on your island are listed on this page, so you can rank your province with theirs. This page is updated once every 6 hours.













World >> "The Most Powerful Provinces on the Island"
Networth is a good measurement of strength. This page allows you to compare your province with others on your island by networth if you are in the 100 most powerful provinces on the island. Only the top 100 provinces on your island are listed on this page, so you can rank your province with theirs. This page is updated once every 6 hours.