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Detailed Race Analysis by Kanga |
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As you are about to see, I disagree with a lot of what Archfiend and Anti say about the races. I can’t |
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guarantee that my judgements and calculations are any better than theirs, and I may be wrong, but I’m |
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going to back my judgement on it. |
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HALFLINGS: |
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Advantages: Very cheap elite. 25% thievery bonus. 25% less food used. |
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Disadvantages: 15% magic effectiveness |
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Elite: 4/4 500gc |
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Comments: Many people seem to think that Halflings will be the best race next round. Certainly their very |
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cheap elite will allow them to build lots of elites, and still have money spare for sciences. Their NW will |
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increase very rapidly. Expect to see a lot of them up the top ranges early in the game. But I have serious |
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doubts about their ability to stay with the leaders. Their units are only 4 / 4. Compared to a dwarf, they will |
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have to have 50% more housing to hold the same number of units. Given that most dwarves have around |
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40% housing, halflings would have to have at least 55% housing to stay even with the dwarves. Sure their |
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thief bonus will be great, but will they have enough housing space to have lots of thieves, AND enough room |
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to build sufficient elites to defend themselves? The magic effectiveness will also hinder them, as they will be |
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exceedingly vulnerable to spells against them and will struggle to cast spells themselves. |
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Summary: In my opinion, halflings are best used for thief provinces. I’ll be surprised if they can hold their |
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own in the upper echelons (sorry for the pun) of the game. |
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ORCS: |
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Advantages: -30% attack time, + 10% population, Bloodlust spell |
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Disadvantages: +35% spell costs, rely on defensive specialist for defense. |
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Elite: 7/2 Ogre |
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Comments: Ogres biggest problem is their defense. Their defense consists entirely of their basic defensive |
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unit, plus a lousy 2 points from their Ogres at home. In order to have sufficient defense to survive into the |
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mid and end game, Ogres need to have HUGE numbers of their basic defensive unit. This means lots and |
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lots of housing, to be able to fit them in. |
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Their advantage is their very powerful offense. If they can somehow find enough room to build a few ogres, |
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they can very rapidly become very powerful offensively. Coupled with the Bloodlust spell, and even the very |
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top players can be pressured by a large orc. The problem is that very few players are good enough to reach |
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the top 50 and stay there with an Orc. Large orcs have provided me with my biggest land grabs this round, |
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simply because they couldn’t produce enough defense for their land. |
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The 30% attack time bonus is very important early in the game when you want to get as much land as |
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possible, but not as important later in the game, when other factors limit how much you can grow safely. |
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They suck magically, and due to the need to have lots of defense units, are often light on thieves too. |
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Summary: If you could get off to a flying start, get up very high early, and keep the land coming in you |
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might be able to stay there as an Orc. But if you aren’t able to do well early, you are effectively dead. Very |
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few orcs make it out of the infancy stage in this game after the first week. |
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FAERIES: |
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Advantages: +20% runes, +5 % max population, Nature’s Blessing, Clear Sight, Greater Protection spells |
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Disadvantages: - 5% thievery, rely on offensive specialist for offense. |
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Elite: Beastmaster 1/8 |
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Comments: Faeries have dominated the current round. In this round they had a 15% population bonus and |
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no thievery disadvantage. The 15% population bonus was a huge factor in their domination, as they were |
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able to build large offense and thief guilds to supplement their fantastically strong Beastmasters for |
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defense. |
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Next round, this advantage will be significantly decreased. Faeries will have a harder time balancing their |
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forces across all three areas. They will still be the best race for explorers to choose, but no serious player |
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explores for land. |
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One way of looking at the key advantage, and limitation, of faeries is that their units are single purpose. |
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Beastmasters defend – and defend very very well. Defense is the first priority in Utopia, so faeries do very |
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well. Their swordsmen are their offense. They are quite weak, so it is hard to get enough of them to attack |
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decent targets. If you don’t have time to look for the best targets, faeries are not a good choice. |
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Summary: Clear Sight is the deciding factor for me. This round, every non-faery has been decimated by |
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arson and boat sinkings. Faeries won’t be as dominant next round, but are still capable of making the top |
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10. And once in the top 10, they can rise through the ranks by simply not being arsoned to death, as long |
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as they keep Clear Sight cast. |
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HUMANS: |
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Advantages: +15% income, -10% learning costs, + 1 vote for regency, quick feet spell, multi purpose elite |
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Disadvantages: -5% magic effectiveness, weak defensive elite. |
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Elites: 5/4 Knights |
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Comments: Great for cash farms, Humans are not much use for anything else. They have weak defense |
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and only moderate offense. This round they are easily the most popular choice for smaller provinces, but |
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rarely make it into the top ranks, and this will not change next round. |
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One problem many inexperienced / stupid / reckless humans have is they send out too many knights to |
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attack, and leave themselves with insufficient defense, and get hammered before their knights return home. |
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This has brought many many humans undone this round. |
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Their chief advantage is the income bonus. This allows them to build mainly elites, and to make use of their |
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learning cost bonus. Most humans in this round have very high sciences. |
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Summary: Not a good option for most players. Requires too much housing to get a decent defense. |
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Inexperienced players will get hammered, and experienced players will struggle to get them into the top 50. |
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DWARVES: |
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Advantages: -10% attack time + 1 general, multi purpose elite |
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Disadvantages: +15% spell costs |
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Elite: 6/6 Beserker, 1000 gc |
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Comments: The Dwarves advantage is based entirely around their elite, the most powerful unit in the game. |
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The extra general is useful for a bit of newbie bashing after your main attack, and the reduced attack time is |
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handy for getting your armies back a bit faster. Increased spell costs is a pain in the bum, but not all that |
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bad. |
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With their multi purpose ability, Beserkers are the dwarves greatest strength and their greatest weakness. |
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All of the top players lived on a diet of dwarf and human meat during the middle stages of the game, as they |
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repeatedly found medium to large provinces who had sent too many elites out on attack and not enough |
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home to defend their land. But a large dwarf can be stunningly powerful – earlier in the game when I was |
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number 2 in the world, the number 1, Savannah had the military power to attack me and defend against a |
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counter strike with the remaining berserkers. Fortunately for me, she never had enough boats to do this, |
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probably due to the small number of thieves she had at that stage. |
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Summary: The most powerful race for this round. The biggest problem for an experienced careful player is |
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stopping arson and boat sinking – this is very difficult, and is the reason that the top 10 will not be entirely |
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full of dwarves. |
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ELVES: |
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Advantages: -10% spell costs, -25% military losses, -10% learning costs, Greater Protection, Nature’s |
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Blessing. |
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Disadvantages: - 1 general |
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Elites: 3/6 Elf Lords |
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Specialists: 0/4 and 4/0 |
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Comments: This race has taken on an entirely new look this round. The specialists have a strength of 4 |
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compared to all other races 3. Their traditional thievery bonus has gone, so no longer will they be of any use |
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for people wanting to create thief provinces. They now appear to me to be a fairly strong military race. With |
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the cheap 4 strength specialist, and the 25% reduced military losses, the elves will be able to maintain a |
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very strong offensive army, while relying on their cheap strong Elf Lords for defense. 10% learning costs and |
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10% reduced spell costs are also handy benefits. The –1 general will hurt a lot early in the game, but |
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becomes irrelevant by the early mid game. |
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Summary: Elves could be the surprise packet of next round. With fewer losses in battle they will be able to |
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rapidly build up a large military force, and in conjuction with their cheap military units, the learning cost |
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bonus will see them have powerful science early. Much better staying power than say the Halflings, and will |
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probably match it with Faeries and Dwarves. If they can stay close to the pack early in the game could rise |
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rapidly through the ranks in the mid stages. |
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AVIANS: Wouldn’t touch them with a barge pole with their current settings. When the race is finalised will |
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do a more detailed analysis. |
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The Last Word: |
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Faeries: Still powerful despite their reductions, and Clear Sight will allow them to stay at the top. Will |
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always struggle offensively, but can overcome this if played well. |
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Dwarves: The most powerful race, except for their inability to defend from small thief provinces. Take away |
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Clear Sight from a faery, or give it to dwarves, and Dwarves would rule the world. |
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Elves: A strong military race with a nice combination of extra bonuses. |
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Halflings: Weak military, high NW race that will provide fodder for the Dwarves and Orcs. Perfect for |
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thieves. |
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Orcs: Only for the experts, or for the warmongers who don’t mind constantly losing the land they have |
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gained. If you are not a large orc, you are a dead orc. |
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Humans: Still likely to be the weakest race, at least they can now try to protect all that stockpiling gold |
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with thieves. Will once again be the most popular choice for new players, and they will then never progress |
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past 200k NW. |
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Avians: Needs a lot of work to be playable. |
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Back to the Main Page |
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