Land alone is nice to have, but without buildings and infrastructure, it is of little use to anyone. You have a variety of buildings to choose to build and how you structure your province is up to you. Your Internal Affairs Advisor can help provide details on the benefits of building various structures, but there is no perfect or ideal balance for growth. You will find that having mass quantities of a given building decreases the effectiveness of those buildings.
- 1 Classes of Buildings
- 2 The Buildings
- 3 Build Table
- 4 Addition Information
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. 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.
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
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 Increase Birth Rates by % * 4 Employs no one
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
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 99%) Reduces exploration gold expenses by % * 3 Reduces exploration soldier cost by % * 2
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
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 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 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 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 % * 2.0
Unlike Forts, Guard Stations will not make you less vulnerable to attacks. Nevertheless, they will effectively protect all the resources you own – land included –, making the enemy’s attacks against your province less efficient.
Decreases Resource Losses when Attacked by % * 2
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.
% * 2 Daily Chance of Curing the Plague Decreases Military Losses by % * 3
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 (per Guild)
Guilds also increase the yield and duration of your self spells and offensive spells.
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 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
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.
% * 2 Chance of Catching Enemy Thieves Reduces damage caused by Enemy Thieves by % * 3
Laboratories provide a space for the brightest minds in your province to gather and collaborate in their scientific pursuits. This sharing of knowledge both heightens and inspires knowledge throughout the populace, leading to an increase in the rate at which new scientists join your ranks.
Increase spawn rate of new scientists by % * 4 Not affected by Building Efficiency
With a quality scholar system in place, your scientists have found a home in their Universities that allow them to safeguard their knowledge and, if need be, themselves. The complex systems of hallways and tunnels will offer additional protection in the event of an invading army intent on abducting them for their own uses.
Protects % * 2.5 of scientists from enemies
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 Horse Per Day Holds 80 Horses (per Stable)
Prisoners caught in combat are held captive in your dungeons. A dungeon can only hold a limited number of prisoners, but these can be assigned to your province duties as if they were peasants, providing you some gold and filling a few jobs.
Houses 30 Prisoners of War
Note: Capacity buildings are 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%||75%||35||0||Houses 35 people and Increases Birth Rate|
|Farms||70 Bushels||25||25||Produces 70 bushels per day|
|25||25||Decreases Build Costs (Max of 99%)|
Decreases Gold Exploration Costs
Decreases Soldier Exploration Costs
|25||25||Produces 25gc per day|
Increase in Income
|Training Grounds||1.5%||37.5%||25||25||Increases Offensive Military Efficiency|
|25||25||Decreases Draft Costs|
Reduction of Wages
Decreases Training Costs
|Military Barracks||1.5%||37.5%||25||25||Lowers Attack Time|
|Forts||2.0%||37.5%||25||25||Increases Defensive Military Efficiency|
|Guard Stations||2%||50%||25||25||Decrease Resource Losses when Attacked|
|25||25||Daily Chance of Curing the Plague|
Decreases Military Losses
|Guilds||0.02% Wizards||25||25||Wizards Trained per day|
Guilds also increase spell duration
|Towers||12 Runes||25||25||Produces 12 runes per day|
|Thieves Dens|| 4%
|25||25||Lowers losses in Thievery Operations|
Bonus to TPA
|Watch Towers|| 2%
|25||25||Chance of Catching Enemy Thieves|
Rate of Repelling Individual Enemy Thieves
|Laboratories||4%||95%||25||25||Increase scientist spawn rate (Unaffected by BE)|
|Universities||2.5%||50%||25||25||Protection of Scientists from Abducts|
|Stables||80 Horses||2 Horse||25||25||Houses horses and increase their production rate|
|Dungeons||20 Prisoners||25||25||Houses Prisoners of War|
|Building||Capacity||Flat Rate Base||Percent Base Effect||Percent Max||Living Space||Jobs||Description|
|Military Buildings||Training Grounds • Armouries • Barracks • Forts • Guard Stations • Hospitals • Stables • Dungeons|
|Thievery and Mystic Buildings||Guilds • Towers • Thieves' Dens • Watchtowers|
|Civil Buildings||Barren Lands • Homes • Farms • Mills • Banks • Laboratories • Universities|