What is Utopiapimp and how to use it?

Posted by Akku on Aug-11-2009

Utopiapimp is a website where you can share Utopia intel like CBs, SoMs, SoS and such with the rest of your Utopia kingdom. The intel is also sorted and put up in a good overview, so you always see which targets could be good for you, especially when you’re at war.

To use Utopiapimp, go to http://www.utopiapimp.com and press the “Register for Utopiapimp”-link in the upper left. You’ll need to pick a usename, a password and an E-Mail-Adress of yours. After logging in, you need a Pimpcode that you get from the forums of your kingdom or from your monarch. Pimp needs this code to know in which kingdom you are. When you login, be sure to pick the correct server (usually World of Legends if you got the link to this site from someone called Akku in the game).

After you have logged in, you’ll see a whole lot of a complicated site! Don’t be afraid - its all fine! The main menu looks like this:

Pimp-Menu

Play around a bit with this menu. Ich you click on your self-kd and then general, you’ll see all the provinces of your kingdom and which intel they loaded up. Same with the other kds and the KD-less provs. If you want to attack a province, choose the Attack link because the data is then set up to show all the relevant data. Same with Thief … all data here is made up to show you the resources and the tpa / wpa and stuff.

If you want to enter data into pimp, you can just copy the page in your browser where the data is shown and paste the whole thing in the white form in pimp. Click on “Add this data” and you’ll see that it gets included in the datasets. You can enter CBs, SoS, SoMs, your science page, your military advisor, your throne page, the paper, kd-pages (careful: those then get set up as a kd in pimp, only enter kd-pages that you think are good war targets or that are already lined up in the menu), attacks you made, ops or spells you cast (then you should only copy the op or attack text, not the complete page) …. and more. Just use it and you’ll love it.

Remember: the data is always the latest version that was copied and not always correct anymore! If you want to attack a target, always get a fresh CB! If you want your Angel to automatically post all intel you get to pimp, use this guide.

Utopia Angel is a program you can download from http://www.utopiatemple.com/angel.php … If you really want to play Utopia, you’ll definitely need it as its superior to the online tools on Utopiatemple. You’ll see the system requirements on that page: you’ll need Windows and just execute the .exe-file. Grant it all accesses it needs for connecting to the internet, its not a harmful program.

What do I need it for? First: it will save you A LOT OF TIME! So read this small explanation and you’ll be happy ever after. After you installed it, Angel will monitor you clipboard - that is where the stuff you copy on Windows goes. After installing it, go to your Utopia-throne-page, click in the frame where your CB data is, so its focused by the browser. Use “Ctrl+A” to mark the whole page and then “Ctrl+C” to copy the marked page to the clipboard. Angel pops up a window with calculated stuff about your province, like defense per acre (dpa) and such. When doing it the first time, Angel also asks on which server you play … this will be WoL usually if you got this link from me (I’m always called Sir Akku in the game). You can do this “Ctrl+A Ctrl+C” on a whole lotta other pages too.

But the best thing is when you first use this on your throne page, then use it on a CB you took from someone you want to attack. A Military Calculator pops up, where you can see all your numbers and those of your enemy, and where you can exactly see if you would win or loose an attack. No more hoping when you hit the attack-button! Try to always send so many troops, that you’re oversending 7%, then your attacks should be safe. Angel also shows a successful atack if you only oversend 4%, but I found out that this not always does it.

If the military calculator is open and you also copy a SoM (Spy on Military) of the enemy province, his armies that are out are also exacly calculated into the calculator. Angel only has problems sometimes when different generals did different attacks, in that case sometimes you need to adjust values yourself (if you see Angel didn’t change anything after copying the SoM, you can just enter the numbers yourself).

Just try it. Here you can see how Angel needs to be configured to update utopiapimp

New Age - Orc Warrior

Posted by Akku on Aug-4-2009

I more and more like the idea or the merchant. If my building strat wasn’t so full that I could afford the barracks, I’d definitely pick the merchant. After think some more what I could leave away, it seems to me that Homes are not soo important in the beginning when you’re not pumped anyways and that maybe later, science can reduce the number of farms and towers needed. Some possible builds:

Orc/Merchant:

30% Homes
12% TGs
8% Farms
10% Watchtowers (with 0.5tpa)
1% Dungeons
2% Forts
8% Guilds
7% Towers
14% Barracks
8% Hospitals (is this enough with the merchant?)

Orc/Warrior:

35% Homes
12% TGs
8% Farms
8% Watchtowers (with 0.5tpa)
1% Dungeons
2% Forts
8% Guilds
7% Towers
6% Barracks
13% hospitals

Orc/Sage (1tpa):

35% Homes
12% TGs
7% Farms
0% Watchtowers (with 1 tpa + sci; this messes my offense by about 10 opa)
2% Dungeons
2% Forts
8% Guilds
6% Towers
14% barracks
13% hospitals
Orc/Sage (0.5tpa):

30% Homes
12% TGs
7% Farms
10% Watchtowers (with 0.5 tpa)
1% Dungeons
2% Forts
8% Guilds
6% Towers
14% Barracks
10% hospitals

After revisiting those numbers, I’m sure that going warrior I can save the biggest amounts of buildings. I don’t want more than 0.5tpa, as having this would greatly decrease my offense - and so I need AT LEAST 8% WTs so TMs can not harm my province at free will. Optimal numbers for orc warrior are 35% homes, 15% hospials, 12% WTs, 12% TGs, 2% forts and 2% dungeons … and the minimum farms, guilds, towers and barracks you can live with. Therefore, I’ll leave the barracks and the WTs at lower value first, as they’ll get more important later on when I’m pumped (and the enemy TMs become stronger). This will be my final Orc/Warrior strat:
A Gunship Squadron - Orc/Warrior - Early War

35% Homes
12% TGs
8% Farms
6% Watchtowers (with 0.5tpa)
2% Dungeons
2% Forts
8% Guilds
7% Towers
3% Barracks
17% Hospitals

This gives me 111 mod OPA and 11 hours attacks at war on 8% pop and 8% BE sci on 45 fixed dpa with 63% draft rate, 200% wages and full elite-offense (The sci-numbers are much too high for a first war, I know that too). This means I can pretty safly attack two times a day at war, doubletapping each time. My economy won’t let me retain all my elites, but is nearly banaced out (short notice: if you’re attacking 2 times a day, hospitals are MUCH MORE effective than any other money building).

Later in the age, my farms and towers will fall back a bit which will pump my watchtowers. What do you think? I think this build packs a lot of evil firepower in just one province … and don’t forget that everyone of the four attacks/day gets +30% gains. Comments?

The new (short) age: which TM race?

Posted by Akku on Aug-4-2009

Today I was asked what you should play as TM next age. The player wanted to pick the rogue personality, and the race decision is between Elf and Dark Elf.

Its all about performance again. The Dark Elf is the better performing race as TM, because of its defensive Elites that give him a better defense in the long run. He also doesn’t need any runes, which is a VERY BIG advantage. During the startup time he can concentrate on building up WPA and later on he can cast as many MS as he wants. +30% Spells Strength means that the effect of his spells is 30% bigger or the duration is 30% longer. Important spells the elf doesn’t have: Invisibility (nice bonus for the rogue) and Fools Gold (often important before war to kill big amounts of money).

The Elf has a slightly better economy, as he doesn’t have the exploration-drawback and he has lesser losses. But as TM you shouldn’t be hit anyways and the DE can easily paraside his way up as soon as his Guilds are ready. The good side on the Elf is that he has +30% magic effectiveness, which means this is a WPA bonus. Important spells the DE doesn’t have: Fountain of Knowledge (nice when scipumping), Pitfalls (important to put on war targets or extremely attacing enemies).

So after all the DE is much better for a TM at the moment and I’d clearly advise a 2 DE : 1 EL ratio. This means you should have more DEs than Elves, but at least one Elf would be nice for casting those Pitfalls.

Startup strategy: Then as DE/rogue I’d say you just begin with slowbuilding guilds, as many as you can afford - if nessecary kill those homes. Take the 20 hour bonus. When the guilds are ready, cast love and peace, builders boon, then paradise like hell and (slow)build the new acres with something to get up your defense and thieves up, like armouries and / or banks. 20 hours before out-of-protection (OOP), cast inspire army and build at least 300 thieves and a ot of defense. In the next hours log in as much as possible to build even more defspecs, so you’re well-defended when you come OOP. When you come OOP, cast invisibility and find a good money target you can steal a lot of gold from. Then you shouldn’t have a problem reaching your final build strat while growing through paradise.

(If I have missed anything, please leave a comment)