Growth
Your growth page lets you build up your acres with a variety of buildings. The Build Table below can help provide details on the benefits of the different buildings for your Province.
In Utopia, your Growth page provides information on:
- Total Land
- Total Undeveloped Land
- Construction Time
- Free Building Credits
- Construction Costs
- Maximum Buildable Now
- Raze Cost
- Maximum Razeable Now
Additionally, the Growth page will show you a list of all possible buildings along with the following information for each building:
- The amount of each building you own
- The amount of each building in progress
To build a building, just input the amount desired of the building you wish to build in the construct space next to the building you wish to build, then click construct buildings.
The Growth page also gives you the option to:
- accelerate the construction of your building
- whether or not to use available credits
- and the option to either raze or cancel buildings.
Buildings | |
---|---|
Civil Buildings | Barren Lands • Homes • Farms • Mills • Banks |
Military Buildings | Training Grounds • Armouries • Barracks • Forts • Guard Stations • Hospitals • Stables • Dungeons |
Thievery and Mystic Buildings | Guilds • Towers • Thieves' Dens • Watchtowers |
Science Buildings | Universities • Libraries |
Contents
Build Table
Note: Capacity of buildings is not affected by Building Efficiency (i.e., Homes, Stables, Dungeons can hold the specified number regardless of BE).
Building | Capacity | Flat Rate Base | Percent Base Effect | Percent Max | Living Space | Jobs | Description |
---|---|---|---|---|---|---|---|
Barren Land | 15 People | 2 Bushels | 15 | 0 | Houses 15 people and Produces 2 bushels per hour (Unaffected by BE) | ||
Homes | 10 People | 4% | 100% | 35 | 0 | Houses 10 people and Increases Birth Rate | |
Farms | 70 Bushels | 25 | 25 | Produces 70 bushels per day | |||
Mills | 4% 3% 2% |
100% 75% 50% |
25 | 25 | Decreases Build Costs Decreases Gold Exploration Costs Decreases Soldier Exploration Costs | ||
Banks | 25gc | 1.25% | 31.25% | 25 | 25 | Produces 25gc per day Increase in Income | |
Training Grounds | 1.5% | 37.5% | 25 | 25 | Increases Offensive Military Efficiency | ||
Armouries | 2% 2% 1.5% |
50% 50% 37.5% |
25 | 25 | Decreases Draft Costs Reduction of Wages Decreases Training Costs | ||
Military Barracks | 1.5% | 37.5% | 25 | 25 | Lowers Attack Time | ||
Forts | 1.5% | 37.5% | 25 | 25 | Increases Defensive Military Efficiency | ||
Guard Stations | 1.5% 1.5% |
37.5% 37.5% |
25 | 25 | Decrease Land and resource Losses when Attacked Protects Science Books from Learn Attacks | ||
Hospitals | 3% 3% |
75% 75% |
25 | 25 | Daily Chance of Curing the Plague Decreases Military Losses | ||
Guilds | 2% Wizards | 25 | 25 | Wizards Trained per day (Unaffected by BE) Guilds also increase Spell duration (Unaffected by BE) | |||
Towers | 12 Runes | 25 | 25 | Produces 12 runes per day | |||
Thieves Dens | 4% 3% |
95% 75% |
25 | 25 | Lowers losses in Thievery Operations Bonus to TPA | ||
Watch Towers | 1.5% 3% |
37.5% 75% |
25 | 25 | Chance of Catching Enemy Thieves Reduced damage caused by Enemy Thieves | ||
Universities | 2% 2% |
50% 50% |
25 | 25 | Increase scientist spawn rate (Unaffected by BE) Increases generation of science books in selected Category (Unaffected by BE) | ||
Libraries | 1.25% | 31.25% | 25 | 25 | Increase Science Efficiency (Unaffected by BE) | ||
Stables | 80 Horses | 2 Horses | 25 | 25 | Houses War Horses and increases their production rate | ||
Dungeons | 30 Prisoners | 25 | 25 | Houses Prisoners of War | |||
Building | Capacity | Flat Rate Base | Percent Base Effect | Percent Max | Living Space | Jobs | Description |
Classes of Buildings
There are three classes of building effects, and each functions differently. While this may be difficult to follow, you will quickly understand it with some experience within the game. The three classes are:
Capacity Buildings - These buildings simply create space for you, and are not impacted by efficiency issues. Homes, for example, provide additional space for peasants.
Flat Rate Buildings - This type of building provides a set amount of a particular resource. These buildings need many employees to be fully effective. These buildings are impacted by building efficiency. An example is a Tower which creates a set number of runes each day.
Percentage-based Buildings - The majority of Utopian buildings are percentage-based. These buildings provide an effect based on the portion of your land covered by it. For example, having 10% of your land as Banks will increase your income by a certain percentage. Like flat-rate buildings, these also require employees to provide full effects. In addition, each additional building you construct will be less effective. The numbers listed in this section would be for the first building you construct. Your Internal Affairs Advisor will help you to understand the benefits of your land. Unless otherwise specified, these buildings have a maximum effect of 25 times the number listed below. With normal building efficiency, this maximum is reached by dedicating 50% of your land to that building.
The Buildings
Barren Land
Barren lands are not an actual building. These are simply available acres - gained by exploration, the Paradise spell or attacks - in your province that can be built up with real buildings as described below. Nevertheless, barren lands can still hold a few people and produce a very small amount of food every day.
- Increases your maximum population by 15 (built land has a base capacity of 25)
- Produces 2 Bushels per Day
Homes
While every built up acre of land already houses people – which means Homes are not a necessity for a province – you may find yourself wanting more population. Homes give your citizen more place to live, and also increase your natural birth rates. Furthermore, Homes employ no peasant and will thus overall help you fill all the jobs in your province.
- Increases your maximum population by 10 (on top of the 25 that a built building provides, for a total of 35)
- Increase Birth Rates by % * 4
- Employs no one
Farms
Farms are one of the most important buildings in your province, and also a vital one. Every day, each of your people will eat 0,25 bushels, and each Farm produces 70 bushels per day. Watch your food supplies very carefully, because otherwise starvation might deplete your population rather fast!
- Produces 70 Bushels Per Day
Mills
Exploration is one of the main ways of growing in Utopia, and building Mills will help you to send out expeditions at cheaper cost. Furthermore, Mills will also improve your builders skills, making building construction slightly less expensive.
- Decreases Building Costs by % * 4 (Max of 100%)
- Reduces exploration gold expenses by % * 3
- Reduces exploration soldier cost by % * 2
Banks
Banks are one of the major sources of income in Utopia along with tax collection. Every day, each Bank you own will produce some gold. Furthermore, your Banks all work together at improving your tax collection facilities, increasing further your global income.
- Generates 25gc per day
- Increases Income by % * 1.25
Training Grounds
Maintaining a good offense is important for all attackers, and Training Grounds bolster that by providing an enhanced training to all your offensive troops. This allows them to fight more efficiently in combat, thus increasing your overall attacking power.
- Increases Offensive Military Efficiency by % * 1.5
Armouries
Armouries improve your military training process, allowing you to train your soldiers to advanced levels at a cheaper cost. Armouries also facilitate your peasant enrolment process and diminish your military maintenance costs.
- Decreases Draft Costs by % * 2
- Decreases Daily Wages by % * 2
- Decreases Military Training Costs by % * 1.5
Military Barracks
Military Barracks are another military-oriented building. The employees of the Barracks are in charge of your military logistics, and a well-equipped army will reach the enemy land faster, making yourself less vulnerable to attacks while your troops are out on a campaign.
- Lowers Attack Time by % * 1.5
Forts
Forts provide a superior protection to the troops held in garrison in your province, increasing your overall defensive strength against attacks. Maintaining a good defense is important if you want to keep your acres and resources safe.
- Increases Defensive Military Efficiency by % * 1.5
Guard Stations
Unlike Forts, Guard Stations will not make you less vulnerable to attacks. Nevertheless, they will effectively protect your land and resources, making the enemy’s attacks against your province less efficient.
- Decreases Land and Resource Losses when Attacked by % * 1.5
Hospitals
Having a good military power is important, and keeping your soldiers healthy is vital in order to achieve this. By deploying Hospitals in the battlefields, you will significantly lower the casualties suffered by your troops in combat. Furthermore, your medics will work at curing the Plague if your province ever catches it.
- % * 3 Daily Chance of Curing the Plague
- Decreases Military Losses by % * 3
Guilds
Unlike all your other units, either the military footmen or the thieves, wizards are not trained by using gold. Your ascendant wizards will have to go through intensive studies in Guilds before being able to serve you properly. They are an absolute necessity for Mages.
- Trains 0.02 Wizards Daily (2% chance to train a Wizard per Guild)
- Unaffected by BE (Building Efficiency)
Guilds also increase the duration of your self spells and offensive spells.
Guilds are unaffected by Building Efficiency for the purposes of calculating spell duration or wizards trained.
Towers
Towers are massive buildings that are used in order to channel mystic energies produced by the Earth into small stones called runes. Runes are then expended by your wizards while casting magic spells.
- Produces 12 Runes Per Day
Thieves Dens
Thieves Dens are the lair of all the thieves in your province, serving as the place where they practice their obscure and dark skills. Thieves Dens will increase the success rate of thievery operations you conduct as well as lowering your thief losses. Thieves Dens are a must for all Thieves.
- Lowers Losses in Thievery Operations by % * 4 (capped at 95%)
- Increases Thievery Effectiveness by % * 3
Watch Towers
While your own thieves can protect your land against enemy thieves, a little extra protection is never a bad thing. People assigned into Watch Towers will screen your borders and can catch thieves attempting to conduct operations in your province.
- % * 1.5 Chance of Catching Enemy Thieves
- Reduces damage caused by Enemy Thieves by % * 3
Universities
Universities increase your scientist generation rate and allow your scientists to produce books more effectively.
- Increase spawn rate of new scientists by % * 2
- % * 2 Higher Generation of Science Books
- Not affected by Building Efficiency
Libraries
Libraries increase Science Efficiency.
- % * 1.25 Higher Science Efficiency
Stables
Stables are the buildings where your peasants breed your war horses, strong horses sent in combat and increasing the offensive strength of the troop mounting them. Nevertheless, horses do not participate in defense, and you obviously cannot send more horses in combat than you have actual troops!
- Produces 2 Horses Per Day
- Holds 80 Horses
Dungeons
Prisoners caught in combat are held captive in your dungeons. A dungeon can only hold a limited number of prisoners.
While imprisoned, prisoners will be assigned to province duties, providing you some extra gold. For more detailed information on how much gold they generate, please go to Economy for the income formula or go to Military for an additional definition of Prisoners.
- Houses 40 Prisoners of War
Retired buildings
- Shipyards: 1.5% chance of creating a boat, holds 5 boats per shipyard. 1 boat was needed per 100 troops sent to attack someone on another island.
- Taverns: Lowered Draft costs and Mercenary costs.
- Plazas: Employed extra Peasants.
- Strongholds: Increased OME (now Training Grounds).
- Mines: Produced a certain number of gold per acre.
- Schools: Increase production of Science Books.
- Laboratories: Increase scientist spawn rate.
Construction
Construction Time
Construction Time = 16 * Racial Mod * Personality Mod * Builders Boon * Double Speed * War Bonus * Expedient Ritual Mod * Artisan Science Mod
Modifier Type | Active | Otherwise |
Builders Boon | 0.75 | 1 |
Double Speed | 0.5 | 1 |
Double Speed in Protection | 0.75 | 1 |
War | 0.75 | 1 |
Expedient Ritual | 0.8 (if at 100% efficiency) | 1 |
Note that construction speed is rounded at .5 That means if the build time is 15.49, then it is rounded down to 15. If it is 15.5, it will be rounded up to 16. For a double speed build, assuming normal construction is 15.49, the speed build time will be 15.49/2 = 7.745 = rounded up to 8 hours. For 14.9 though, it will be 14.9/2 = 7.45 = rounded down to 7 hours.
Construction Costs
Construction Costs = 2/31 * (land + 11600) * Race Mod * Mills Mod * Double Speed * Expedient Ritual Mod * Artisan Science Mod
Modifier Type | Active | Otherwise |
Double Speed | 2 | 1 |
Race: Dwarf | 0.5 | 1 |
Expedient Ritual | 0.75 (if at 100% efficiency) | 1 |
Raze Costs
Raze Costs = (350 + (0.0625 * Total land)) * Artisan Science Mod
Buildings
Building Efficiency
Available Workers = Peasants + ROUNDDOWN ( Prisoners / 2 ) Optimal Workers = ROUNDDOWN ( Total Jobs * 0.67 ) % Jobs Performed = MIN ( Available Workers / Optimal Workers , 1 ) Building Efficiency = (0.5 * (1 + % Jobs Performed)) * Race * Personality * Tools Science * Dragon * Blizzard
- The "Current Available Workers" value, provided by the Internal Affairs Adviser page, already takes prisoners into account.
- Building Efficiency affects ALL Flat Rate and Percentage-Based buildings.
- Building Efficiency has NO effect on Capacity component of Capacity Buildings.
- Changes in Building Efficiency take effect gradually.
Modifier Type | Active | Otherwise |
Race: Dwarf | 1.2 | 1 |
Dragon: Topaz | 0.75 | 1 |
Spell: Blizzard | 0.9 | 1 |
Building Effects
Percentage Based Buildings = Base Effect * BE * MIN(50%, % of building * (1 + Race)) * (100% - MIN(50%, % of building * (1 + Race)) Flat Rate Buildings = Base Effect * Number of Buildings * (1 + Race) * BE
- In general, the Max Effect of a %-Based Building is 25 x Base Effect (exceptions apply, refer to table)
- If your BE is less than 100%, the effect you would have with 50% of that building is the maximum.
- If you have less than 100% BE, additional buildings past 50% will have no effect.
« Previous: Explore | Next: Sciences » |
Buildings | |
---|---|
Civil Buildings | Barren Lands • Homes • Farms • Mills • Banks |
Military Buildings | Training Grounds • Armouries • Barracks • Forts • Guard Stations • Hospitals • Stables • Dungeons |
Thievery and Mystic Buildings | Guilds • Towers • Thieves' Dens • Watchtowers |
Science Buildings | Universities • Libraries |
The Utopia Guide | |
---|---|
Introduction | Getting Started with Utopia • Creating a province • Race & Personality |
The Menus | Throne • Kingdom • News
Explore • Growth • Science • Military Mystics • Thievery • War Room • Aid • Dragon • Ritual • Stances Politics • Relations • Rankings • Preferences |
Advanced | MunkBot • Invitations • Reservations • Utopia • Province • World of Legends • Formulas |
Rules | Game Rules |