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Utopia News Tuesday, March 16, 2004
Hel of Dim Forest

While browsing through the Utopia Thieves Guild today, I found a link to an interesting article on HoDF. For those who don't know who I'm talking about, HoDF was a province who reached an incredible networth level by exploiting the honor system way back in age 10. Anyone interested can check it out here


Utopia News Sunday, December 14, 2003
Viper Returns


Due to IRL committments, I have been away from the Utopian world for over six months. However, with those committments finally gone I have decided it is long time that I return to the world of Utopia, and with the upcoming start of a new age, what better time than this? Therefore, along with my return to Utopia, I have chosen also to return to Utopia Resource and resume my position as a reporter, hopefully helping this place blossom into an even greater place than it already is.



Viper: "Age of Conquerors Draws to a Close"

DEC 15: Last day of the Age of Conquerors. Once the age in concluded, the servers will go down for a couple of hours.

DEC 16-17: The new age goes operational. For the duration of these two days, Utopia will be frozen in time. Players will be free to give their initial build orders, get organized with fellow kingdom-mates, etc. but gameplay will not yet commence.

DEC 18: The first day of actual gameplay in the new age.


Original Post (by Mehul)



Viper: "Upcoming Changes for the Next Age of Utopia"

Posted ealier today were the preliminary set of changes that are planned to be implemented in the upcoming age. A final set of changes will be posted by Mehul in the near future.

PERSONALITIES

Shepherd & War Hero lose their Honor-Loss and Honor-Gain bonuses. War Hero still still maintain the Honor Effects bonus, though.

War Hero: Happiness will never fall below Disgruntled

Sage: Will get 50% Science Costs

SCIENCE

There is no more science decay

Prices for buying science have been increased substantially

Points have been inflated - it will require more points to reach the same levels of science (to help us stick with whole numbers as much as possible)

Buildings will now produce 1 science pt / day as follows:

Alchemy - Banks, Dungeons
Tools - Mills, Armouries
Housing - Homes, Forts
Food - Farms, Stables
War - Training Grounds, Barracks
Crime - Thieves' Dens, Watchtowers
Channeling - Guilds, Towers

Hospitals, Schools, Universities and Libraries have no natural science production.

BUILDINGS

Construction costs will rise more slowly

Barracks attack time bonus is now 0.75% / 20% Max

Universities now cut science costs by 1.5% / 50% Max; They protect science at a rate of 2% / 50% Max (formerly a library bonus); They also increase science production of other buildings by 1.5% / 50% max.

Libraries no longer protect science; they produce 3 science points per day.

ATTACKS & MILITARY

Specialists will function as 6/0, 0/6 in non-land attacks.

Elites will die about 50% more often than specialists and soldiers.

Mercenaries are more expensive than before; they function as 3/0 fighters.

Elite prices have been dropped to about 50% of their previous levels.

Elites have been strengthened as follows: Humans (6/6), Elves (6/5), Dwarves (7/6), Orcs (8/3), Faeries (5/7), Halflings (5/6), Avians (7/4), Undead (6/7)

RELATIONS

War & Hostile offensive strength bonuses have been removed.

War will have a new -25% Attack Time bonus and attacks will capture some land from the opposing kingdom's exploration pool. During war, there will be no natural building science production (libraries will still function).

Neither Wars nor Hostiles will have an offensive strength bonus, and there will be no more military cost adjustments (like the higher priced elites, etc)

MISCELLANEOUS

The island distance penalty has been reduced by 50%

The amount of land in the exploration pool has been reduced; the costs of exploration have been lowered.

Happiness will no longer affect maximum population or military strength. The remaining happiness bonuses are now smoother instead of suddenly changing with happiness levels.

Honor no longer creates an offensive military strength bonus.

OTHER CHANGES IN THE WORKS

We intend to implement the following changes, but the details have not been worked out yet:

An Ambush attack as described earlier will be in place.

There might be an option to train troops at double-speed for double-cost (like buildings)

We're going to increase the land gained from attacking smaller provinces, but at the cost of something else such as honor or military losses.

Mutual Peace will probably have some drawback to both sides, such that it's not an "easy out" of war.

Specialists may be made more effective in capturing and defending land. That is, while they are not as strong as Elites, an army full of specialists may capture a larger portion of an enemy's terrority in battle than an all-elite army.


Original Post (by Mehul)


Utopia News Monday, July 14, 2003
Possible Genesis changes

Current plans are to end the current round of The Utopian Genesis on Saturday July 19th. The new round would have these rules:

* A stronger plague (-30% income)

* Faster birthrates

* Troops - Elites would cost 50% of their normal values, but would have a maintenance cost of $5

* Soldiers would be 1/1

* No island distance penalties

* Random Race Selection

These rules are still in flux and may very well change between now and the start of the game. Feel free to post your comments and suggestions.

In general, we try to stay away from building and/or race changes to avoid mass confusion between the two games.

Thanks,
Mehul


Utopia News Sunday, July 13, 2003
Utopian Genesis

It looks like we will be continuing the Genesis server for another round - this round will likely end in the next week or two.

The next round will adopt all of the current main-server changes and then have a new set of experimental changes attached. Feel free to post your suggestions here on potential changes for the new round.

Thanks,
Mehul Patel


Utopia News Saturday, June 28, 2003
Prisoner changes

Projected Prisoner Changes:

* Dungeons hold 50 prisoners

* Prisoners generate 0.5 gc income / day

* Only 50% of prisoners are lost when sent in an attack (currently 100% are)


Utopia News Saturday, June 28, 2003
More possible changes

* Orcs (replaces the above): +15% Combat Losses; -1 Happiness Level

* War Science affects both offense and defense

* Fanaticism will be weakened

* Prisoners will likely be made more useful - options are still being looked at; Dungeons may hold fewer prisoners.


Utopia News Thursday, June 26, 2003
Possible changes

Here are some initial thoughts on changes (in addition to the above):

BUILDING CHANGES

Homes: Will help improve happiness - either in absolute terms or by slowing the rate of dropping and increasing the rate of rising.

Dungeons: House 100 prisoners

Mines: Produce $55 / day

Watchtowers: 2.5% chance of catching enemy thieves

Universities: Will lower science costs by 1.75%; reduce science decay by 5% (100% Max)

Schools: Increase the science maximum by 1.25%

Barracks: Lower attack time by 1.5%

Armouries: 1.5% daily chance of training a specialist into an elite.

RACE CHANGES

Orcs: +20% Elite Losses; +15% Military Maintenance

Undead: Normal military maintenance; Out of War -10% Attack Gains; Elite cost of $2750

Dwarves: +100% Birth Rate; -50% Military Maintnenance

Faeries: No combat losses penalty

As usual - nothing above is absolute as of yet. Please feel free to post comments - we will post more details as available. Final changes will be made on Saturday.

Thanks,
Mehul Patel


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