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If you ever wish to obtain power, fame, or fortune, you must understand the basics of expanding your province and building your infrastructure. While war is always an option for growth, in many instances, you will need to peacefully expand your province. Below, I will describe the methods and benefits of each of your options. |
Economics: Employment, Taxes, & Productivity | |
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The Utopian World features a rich, vibrant economic system. The buildings on
your land employ people to generate tax revenues for your province. In
addition, your people power your buildings to provide non-financial benefits
to your land.
The currency of choice in Utopia is the gold coin, demoninated by either "gc" or "$", the dollar sign as you know it. Your coffers need be plentiful if you wish to grow your province over the long term. You have one primary source of money -- tax revenues. It will be important to ensure that your people have adequate work: except for Homes, all buildings employ up to 15 men or women, each of which brings in tax revenues. Prisoners held in your prisons also generate a small amount of gold each day (0.5 gc per day). Without enough employees, you may find that your buildings function less efficiently. Building efficiency can be improved through science or by increasing the number of peasants throughout your lands. |
Exploration |
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To gain additional lands for your province, you can send an
exploration team to search out and claim new territory. These expeditions
will require both money and soldiers. Unfortunately, as your empire grows
larger and receives more notoriety, fewer of your men will be willing to go
on these dangerous excursions, and the costs of finding new land rises sharply.
Once you have your new lands in place, you will be able to begin developing them into more useful territory. It is important to understand that your people are essential to exploration, as they settle the lands. Your people will not allow you to explore unless at least 50% of your land has already been put to use. |
Construction | |
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Land alone is nice to have, but without buildings and
infrastructure, it is of little use to anyone. You have a variety of buildings
to choose to build, but remember this: You will need many people to make your
province go, and you will need to provide these men with jobs to work. Only
employed peasants will bring in the tax revenues that make your province go!
Advisors within your Council will help provide you the information you need to
keep your economy healthy.
The Utopian World offers a variety of buildings and structures to place on your lands. Each of these has some inherent benefits which allow your province to grow or specialize. It is up to you to determine how best to fill your lands, as there is no perfect or ideal balance for growth. You will find that having mass quantities of a given building decreasing the effectiveness of those buildings. I will talk more about this below. |
Your Construction Options | Listed below are the various types of buildings
you can build, and what effect they will have on your province. There are
three types of buildings:
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The Actual Numbers | ||||
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The term "%" below refers to the percentage of land you have of that kind of building. Please see the note above for details on how your land works. | ||||
Land Capacity | Each built up acre of land houses 25 people; Barren lands house 15 people. | |||
Homes | Increases your maximum population by 5 Employs no one | |||
Farms | Produces 70 Bushels Per Day | |||
Mills | Decrease Building Costs by % * 4 (Max of 99%) Reduces exploration gold expenses by % * 3 | |||
Banks | Generate $35 per day Increase Income by % * 1 | |||
Training Grounds | Decrease Daily Wages by % * 3 | |||
Armouries | Decrease Military Training Costs by % * 3 | |||
Barracks | Lowers Attack Time by % * 1.5 Increase Offensive Military Efficiency by % * 1 | |||
Forts | Decrease Resource Losses when Attacked by % * 1.5 Increase Defensive Military Efficiency by % * 0.5 | |||
Guilds | 2% Chance of Training a Wizard Daily | |||
Towers | Produces 10 Runes Per Day | |||
Thieves' Den | Lower Losses in Thievery Operations by % * 4 Increase Thievery Effectiveness by % * 3 | |||
Watchtowers | % * 2.5 Chance of Catching Enemy Thieves % * 4 Chance of Identifying Enemy Thieves (99% Max) | |||
Schools | Decrease Science Costs by % * 3 | |||
Libraries | Produce 3 Science Points per Day | |||
Hospitals | % * 2 Daily Chance of Curing the Plague Increase Birth Rate by % * 7 | |||
Taverns | Lowers Draft Costs by % * 4 (99% Max) Lowers Mercenary Costs by % * 4 (99% Max) | |||
Stables | Produces One Horse Per Day (Max 75 Horses Per Stable) | |||
Dungeons | House 30 Prisoners of War |