![]() An Overview If you ever wish to obtain power, fame, or fortune, you must understand the basics of expanding your province and building your infrastructure. If there is one section of Utopia to understand, this is it. The Utopian world features a vibrant economic system that involves taxes, employment, building construction and more.
Prisoners, in addition to fighting, help produce supplemental income and fill jobs as needed. Your buildings also need peasants to work in them. Without enough employees, you may find that your buildings function less efficiently. Building efficiency can be improved through science or by increasing the number of peasants throughout your lands.
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:
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The Actual Numbers | ||||
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The term "%" below refers to the percentage of land you have of that kind of building. Please see the note above for details on how your land works. | ||||
Land Capacity | Each built up acre of land houses 25 people; Barren lands house 15 people. | |||
Homes | Increases your maximum population by 5 Increase Birth Rates by % * 2.5 Employs no one | |||
Farms | Produces 70 Bushels Per Day | |||
Mills | Decrease Building Costs by % * 4 (Max of 99%) Reduces exploration gold expenses by % * 3 | |||
Banks | Generate $25 per day Increase Income by % * 1 | |||
Training Grounds | Increase Offensive Military Efficiency by % * 1.5 | |||
Armouries | Decrease Military Training Costs by % * 2 Decrease Daily Wages by % * 1.5 | |||
Barracks | Lowers Attack Time by % * 1.5 | |||
Forts | Increase Defensive Military Efficiency by % * 1 | |||
Guard Stations | Decrease Resource Losses when Attacked by % * 2 | |||
Hospitals | % * 2 Daily Chance of Curing the Plague Decrease Military Losses by % * 4 (99% Max) | |||
Guilds | 2% Chance of Training a Wizard Daily | |||
Towers | Produces 10 Runes Per Day | |||
Thieves' Den | Lower Losses in Thievery Operations by % * 4 Increase Thievery Effectiveness by % * 3 | |||
Watchtowers | % * 2.5 Chance of Catching Enemy Thieves % * 4 Chance of Identifying Enemy Thieves (99% Max) | |||
Libraries | Increase Science Effects by % * 1.5 Not affected by Building Efficiency | |||
Schools | Produce 4 Science Points per Day Protect % * 3 Books from Losses | |||
Stables | Produces One Horse Per Day (Max 50 Horses Per Stable) | |||
Dungeons | House 20 Prisoners of War |