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Strategy for your kingdom

Archive for November, 2008

Backstab Strat

Posted by Akku on Nov-10-2008

So what is that backstab strat? Its called this way as a guy called backstab posted this strat the first time in some utopia forums. Its about not building all buildings you want for your growth phase right on, but first building some mills, so your other buildings and the exploration won’t take away so much money and you have more left when it comes to training your troops. This is a typical backstab strat based starting strategy, no matter which race or personality you are:

- Set your draftrate on 55%. Set your science research on minimum. You should use your first points of sciences to the fields alchemy and tools, later housing too. DON’T TRAIN TROOPS! (important!)

- Slowbuild 20% - 25% mills. The more you want to explore, the more mills you should get. If you slow- or speedbuild after your mills are there is not very important, as the cost is pretty low, but those 6 hours won’t get you more money in than the double building cost costs you still. So: just do as you feel.

- When those are ready, build your startup-strat. This might include enough farms to have enough food with your aimed explored size; and a whole lotta banks. Some few guilds and towers won’t harm too, but its mainly banks this time.

- After building, explore.

- When explored land comes in, build on it as fast as you can. You’ll need arms before training your army, so build some. Be sure all arms you build are ready when you’re beginning to train your troops (24-19 hours before oop).

- About 24-19 hours before you come out of protection, you begin to train troops. From then on, you might want to add some stables if you plan to attack anytime soon, or you might want to get some guilds online to train some more wizzies. You could raise your science investment now.

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Planned changes for next age

Posted by Akku on Nov-5-2008

Science

* Raise book production by 0.1 per hour for all levels below Intensive
* Lower costs across the board, mainly at lower levels
* Raise science modifiers for underused categories: Food, Military and Channeling

Review:

Nice changes here. Everything fine.

Race

Human
* No mana penalty
* 6/3 elite at 5.25 NW and 800 gc

Elf
* 30% Magic Effectiveness (from DE)
* 50% wage discount (new)
* 6/5 elite at 5.5 NW and 750 gc
* Fog spell

Dwarf
* No stealth penalty
* -30% thievery effectiveness
* 7/4 elite at 6.75 NW and 1000 gc

Orc
* +40% science cost (from +25%)
* Normal wages (from -50%)
* 8/2 elite at 6.75 NW and 800 gc

Gnome
* +35% thievery effectiveness (from +50%)
* 5/4 elite at 4.5 NW and 250 gc

Dark Elf
* +30% Spell Strength (from Elves)
* 5/6 elite at 6.5 NW and 850 gc

Review:

Catastophic changes all the way. PLEASE look at the “the world”-entry in the utopia-menu to see which races are good and which are not. I had the feeling the races were pretty balanced the last two ages. Dwarf needs an upgrade. BUT GIVING elves fog will let you have 80% elves next age. Elf is strong anyways, he needs no super-boost. Just help those dwarves a bit, perhaps humans or orcs too and change the elites to be more offensive - thats enough change.

Buildings

* Armouries changed to give x2 draft discount (from 1.5)
* Towers changed to produce 12 runes (from 10)

* Homes improve birth rates by x4 (from x3)

Review:

Everything nice. Good changes. (More runes helps elves too, btw.)

Personalities

* Sage gets 0.5 books per acre per hour and -50% science losses

* Warrior - 15% Attack time

* War Hero gets +25% enemy casualties

Review: Why boosting sage even more? He’s the strongest in raw power anyways. Weakening Warrior and boosting War Hero is fine.

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Next age Strategy

Posted by Akku on Nov-3-2008

I’ll strictly go elf/sage full attacker next age. I’m tired of making ops. I’m tired of high tpa and wpa. I still like having 40dpa with army out at beginning of war and having the rest in my offense. If I can double tap, I get enough lands to take one or two hits while getting +honor, if I can’t, I’ll have enough elites at home and won’t be hit, giving me +honor again.

Reflect Magic helps a lot to make enemies not hit you with meteors and stuff, clear sight makes thieves not hit you too much, so I won’t need more than 0.5 wpa and 1 tpa. Will not loose many troops during war and get a lot of specialist credits to save the lands I get.

I won’t need more than 7% towers and 7% guilds. I can’t use dungeons and don’t need watchtowers or forts. Need 8% farms and 15% banks.

Leaves 62% for stables, homes, TGs and barracks. Make that 15% stables at max, 15% homes (<==good for attackers at start of war!), 8% barracks and impressive 24% TGs. And a whole lotta attack force.

Interested in the changes the new company will give us. I think they’ll ruin the game and make it soon only have very strong and very weak kds, as all strong players trade into a good kd. After about 2 or 3 ages, bad players won’t have fun in loosing all the time and not being trained by anyone - and will leave. Only strong players hardens the competition, but I’m fine with that.

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