Chapter III: Inter-Province actions


These actions use four of the links on the left hand side of your Utopian Page

Mystics
Thievery
War Room
Aid

Mystics

Under this link you can access your wizards. To cast spells you need wizards and Runes. The more Wizards you have, the more likely your spell is going to be successful.

There are two main types of spells that you can cast; Self Spells and Offensive spells.

Self Spells can be cast upon your own province or upon others if you are of the Elf race


General (accessible by all races)

Minor Protection: Gives a small defensive bonus
Magic Shield: Prevents some offensive spells from being successful against your province
Fertile Lands: Increases the amount of food your farms produce
Natures Blessing: Protects against the offensive spells; Drought and Storm.
Love and Peace: Increases your Birth rate
Builders Boon: Reduces the time it takes to construct buildings
Inspire Army: Speeds training time of units, and reduces their maintenance costs.
Invisibility: Gives a bonus to your Thieves
Fanaticism: Gives bonus to offense, but reduces Defence and land gained in a successful attack
Mind Focus: Increases science research
Shadowlight: Reveals the next Thievery attempt on your province
Patriotism: Increases the rate of which your peasants draft into soldiers
Paradise: Creates 3 - 11 acres of land for your province immediately

Particular spells (certain races only)

Greater Protection (Avians and Faeries): Minor Protection for a longer time.
Miner's Mystique (Dwarves and Faeries): Increases gold generation from mines
Fog (Elves, Undead and Faeries): Increases return time of armies that attack your province
Mystic Aura (Elves and Faeries): Protects against the next offensive spell cast on your province
Tree of Gold (Undead and Faeries): Generates a small amount of income
Quick Feet (Humans and Faeries): Reduces the time your army takes to return from a battle.
Bloodlust (Orcs, Avians and Faeries): Gives an offense bonus but results in higher losses in battle.
Anonymity (Humans, Halflings and Faeries): Hides your identity when you attack but reduces Honor gains by 100%
Clear Sight (Elves and Faeries): Increases the chances of catching enemy thieves.
War Spoils (Halfing, Undead and Faeries): Gains from attacks are received instantly.
Town Watch (Avians and Faeries): Allows your peasants to limitedly contribute to defending from attacks.
Aggression (Orcs, Avians and Faeries): Soldiers gain 1 offensive point, but lose 1 defensive point each
Animate Dead (Elves and Faeries): Half of the soldiers and units that die when your province is attacked will be reincarnated as soldiers
Reflect Magic (Undead, Humans, Halflings and Faeries): Some spells may be rebounded back to the caster.

Offensive Spells

Crystal Ball: Provides information from an enemy province
Crystal Eye: Provides information from an enemy kingdom
Storms: Causes death and damage and reduces the birthrate of a province
Drought: Reduces food production, hampers drafting efforts and kills horses of an enemy province
Expose Thieves: Makes Thievery operations of an enemy more likely to fail
Greed: Reduces income in an enemy province
Explosions: Can damage aid sent to a province by kingdom mates

Some Offensive spells are only available during hostile and War relations:

Fool's Gold: Destroys enemy gold
Pitfalls: Increases Combat losses
Fireball: Kills peasants
Lightning Strike: Destroys runes
Amnesia (Elves and Faeries only):Destroys science temporarily, and some permanently
Nightmares (Undead and Faeries only): Puts Troops (not Thieves) into retraining. (unavailable for a period of time.
Mystic Vortex: 50% chance that each spell active on a province is dispelled
Tornadoes: Destroys buildings
Land Lust: Steals land from an enemy and gives it to your province

Thievery

This is a form of attack that you can use on enemies. To succeed in a Thievery operation you must have a high number of thieves, although building Thieves Dens, and increasing Thievery science can make operations easier. Thievery operations do not have any delay times and the results happen instantaneously.

You can prevent thievery operations being successful on your province by: Maintaining a high number of thieves and by building Watchtowers.

The Thievery Operations include:

Infiltrate: Discover how many thieves they have
Survey: Discover the layout of their buildings
Spy on Military: Discover what troops they have
Spy on Sciences: Discover how their science points are invested
Rob the Granaries: Steal Food
Rob the Vaults: Steal money
Rob the Towers: Steal runes
Kidnappings: steal their peasants
Incite Riots: Reduce income
Steal Horses: Steal Horses

Some operations can only be done during Hostile and War situations

Sabotage Wizards: Reduce your enemies' ability to cast spells
Arson: Burn down Homes of your enemies
Night Strike: Kill the soldiers of your enemies
Bribe Thieves (Halflings only): Make future thievery easier
Bribe Generals (Halflings only): Increases the troops killed when the enemy province is attacked, or attacks.
Burn Forts (Halflings only): Destroy forts and reduce defence
Assassinate Wizards (Rogues only): kill wizards
Torch Farms (Rogues only): destroy farms
Propaganda (Rogues only): convert enemy thieves, wizards, elites, soldiers and specialists

War Room

If you wish to attack someone, this is the link you use to do so. To be successful in an attack, you must send more offense than your opponents defence. The best way to determine this is to use the program Utopia Angel, and then by casting the spell crystal ball on your target. You can attack a province by using 5 different types of attacks:

Traditional March: Takes the most land, used when victory is assured. This is the only attack that will result in you gaining honor, and a small number of your offensive Specialists being trained into elites.

Raze: Burns enemy land, but doesn't give your province any. Used when you need to cause havoc. This attack increases your offensive power, so an attack that fails on a Traditional March might succeed on a Raze.

Plunder: Take the gold, food and runes of your enemy. This is a good choice when your enemy perhaps has a lot of gold stockpiled

Learn: This will steal your enemies Knowledge and this knowledge will be distributed among yours. This is a good choice when you come up against someone with a lot of science, which is usually someone of human race.

Massacre: Used to kill the wizards, Thieves and peasants of your enemy. This is very effective on someone who is hampering you with Spells and Thievery operations.

Conquest: This is the best choice to use when you do not have more offense than your opponents defence, but will only have small returns.

When you attack, you have the choice of sending:

Up to 4 generals (3 for elves, and +1 for general personality)
Generals give approximately 5% bonus in Offensive strength

Soldiers: probably should be avoided, as they are better after they have been trained.

Offensive Specialists: The bulk of your attack should be made up of these.

Elites: depending on your race, elites should be sent. Orcs in particular should send their elites as they are useless in defence.

Horses: can increase your strength by 25% if you send enough

Prisoners and Mercenaries: Extra offense IF you need them. If not then they are better saved for a rainy day.

Aid

If you wish to send some of your resources to a Kingdom mate, then this is the link to use. You can send soldiers, food, money and runes to other people in your kingdom. However, it is best you only send if they ask for it, as it is considered rude if you do.
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