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Chapter II: Growth and Development |
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This area makes use of 4 of the grouped links which are featured on the left hand side of the Utopian Screen: Explore Growth Science Military Explore Under this link you can gain extra land by sending out soldiers and gold coins. This is the primary way to gain land early in your provinces life. Exploring becomes more expensive as your province gets larger. Growth Land that you have not built upon can be built upon under this link. Building your free land or acres costs money and takes time to build, usually about 20 hours during the start of the round. Here is a very limited breakdown of the buildings Homes: House 30 people (other constructed land houses 25) Mines: Produce Gold Coins Farms: Very important for feeding your peasants. If you don't build farms your province will starve and die. Mills: Make construction and exploring cheaper Armouries: Make Training soldiers into other units cheaper (See military section) Barracks: Barracks give you an offensive bonus and lower the time it takes to attack. Thieves' Dens: Make your thieves more effective and reduce their losses when caught Forts: Forts give you a defensive bonus and limit land taken in successful attacks against your province. Banks: Increases your daily income. Hospitals: Increase Birth-rate and decrease losses in attacks Guilds: Guilds slowly produce Wizards who can in turn cast spells. Having wizards is important to all races as they also prevent offensive spells from being effective. Towers: These produce runes which are needed to cast spells Watchtowers: Can detect and catch enemy Thieves. Schools: Increases the amount of science you can study and the effect it has (see science section) Universities: Reduce Science decay and cost (see science section) Stables: House and produces horses who can be used to attack Libraries: Produce Free science and protect your science from being stolen by others. Dungeons: House captured enemy troops who can be used to attack Science By researching science you can receive bonuses to various areas of your province. To get science points you can: Spend money to research them Get free points by building libraries Steal them from enemy provinces by using a Learn attack These points can be spent in these areas: Alchemy: Adds a bonus to your daily income Tools: Allows construction to be sped up Housing: Increases your maximum population Food: Increases the amount of food your farms make The Art of War: Adds a bonus to defensive and offensive military situations. Crime and Deceit: Makes your thieves more effective Channelling: Increases your Wizards effectiveness and your Towers effectiveness. Military Under this link you can train people of your land to become more useful. Numbers are used to express the power defensively and offensively of the various units. You must train units from soldiers. To gain soldiers, they must be drafted from your peasants. To do this, you must set your draft rate. The average draft rate is around 65%. Soldiers are drafted from your population at the rate of 1% an hour until they reach the draft rate. This process uses Gold Coins. Soldiers: 2 points offensive and 2 points defensive From these soldiers you can train: Defensive Specialists: 4 points Defensive for a price of 350 gold coins Offensive Specialists: 4 points offensive for a price of 350 gold coins Elites: Vary from race to race (see Section I: Province Generation) Thieves: Used to do Thievery Operations (see thievery section) Each thief costs 600 gold coins to train. |
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