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  1. #1
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    Quick Tips

    Hey all, I see the same questions asked here/IRC/in-game a lot. I also end up telling new players in my KD the same things every age. Thought it would be good to start a thread that could preempt some of them. This is mostly for newer players, although I may add a section for new monarchs as well(for very low/new KD's). Please feel free to correct mistakes in posts, comment on making formatting better, or better yet add new tips(I'll be adding more too). Please keep them very short, and try to make them general enough to be relevant past the current age. I've also been (slowly!) working on a comprehensive FaQ page for the Wiki that will be more about mechanics(http://utopiagamefaq.wikia.com/wiki/Wiki_Content), which I would take any help on(mostly making the questions at this point). If these tips get too cumbersome, I might also break up the tips into similar sections as FaQ. Finally, the less controversial the better for these quick tips(the FaQ will hopefully deal with those types of debates more).

    Quick Tips


    - If you want intel without getting a 10%+1 SoM, get a 10%+1 SoT, a 10 thief SoM, and deduct from the SoT those elites and soldiers away. SoM?s have perfect accuracy on amount of troops away, the length of time they are gone, and the acres they are returning with regardless of thieves sent.
    - If you are in war with ~12 hour attack times, and want your ambush armies to come home the same time as traditional march armies, add 3 hours.
    - Limit time between getting intel and hitting, especially if they are online! Soldier aid, plague removal, casting town watch and casting protection can all bounce you if you?re not quick.
    - If you are being hit in war, always traditional march before you ambush. You gain gbp every time you are hit, but it rapidly decreases as you hit out. While TM?s use military efficiency(something GBP gives), ambushes do not. If you are hitting the same person with both the traditional march and the ambush, this is even more important as if they want to ambush your large TM, they will first have to go through your ambush
    - If you don?t have enough offense for many taps, or to ambush multiple armies from same prov, you can send 1 troop on an ambush, and open up the bigger army to ambush from your troops
    - Defense leaves faster than offense. MS/overpop/incoming hits/and starvation all only effect home troops. In most instances(especially if you are a new player), if you are an attacker you should try to keep your army out at all times. It?s better to extend attack time so that you can send out when its home than to have a quick attack time that leaves troops home.
    - If you aren?t attacking with all generals, use more generals on your larger attack. Generals add .03% military to the army you are sending.
    - Ambushing counts as a failed attack.
    - Time you may want to anon in war: you will have largest hit on a chain target. You are only tapping that chain target once(and it is a top acre grab). You have very low def elites and are hitting few taps into few provs(ambush kills elites)
    - Times you probably don?t need to anon in war: you?re in the middle of a chain on someone. You use a high defensive elite/ospec. You?re multi-tapping them. Your army will get back before theirs.
    - Heading into war, make sure your KD has intel, and not just SoT?s on all provs. Surveys and infiltrate thieves guilds are also important!
    - Op success is based on the ratio of tpa/wpa between opper and the target. This means in the right circumstance a prov you would normally think of as purely and attacker, can also op.
    - For magic ops, relative wpa * difficulty of spell determines success rate. Guild % * BE * race/pers effects duration, and success rate for self spells(20% is the maximum). A FB, LL or MV is as effective with 0% guilds as with 20%.
    - Try not to start war with low def elites home(if you are a top offense prov in kd) or away with no land incoming. A chain will severely hurt you, and thus your KD.
    - Most kd?s do similar strategies in war. Learn these strategies and tweak your prov accordingly. If you are a top offense prov, a top econ prov, or likely to become an unbreakable prov, you may be chained and should have more GS then if, say, you are completely middle of the pack against a kd that chains.
    - Different spells are more or less effective on different provs. MS for example is much better on bigger provs; riots are much better on provs with better economies, ect. Don?t think you need every spell on every prov.
    - You should only random provs that are in KD?s your KD would be willing to war. If they have offense they may hit back. If in a whoring kd, just read Godly's guide.
    - Dungeons do not increase enemy casualties. At max, they take half the would be casualties, and convert them into prisoners. If you are attacking(especially multi-tapping) a couple % of dungeons is verrrry effective(~2%).
    - If you outgrow your kd, expect to be hit. The cores of kd?s that want your land will be larger than your core.
    - In most cases, don?t get too worked up over your ?build.? Outside of certain cases(and protection) your province will be dynamic, and you should react accordingly. Figure out what buildings do, and who they are best on in what situation.
    - Don?t cast riots on a merchant. Greed works on them, however.
    - Monarch bonus and warrior bonus do not show up in throne page, SoT's, or SoM's
    - After war, if you are suddenly severely underpopped, watch out for starvation as the peasants may come in rapidly.
    - In current rules, the only cost reduction on thieves(besides halfer) is from eowcf.
    - Saphire Dragon reduced wpa and tpa by 30%, and gives 30% auto-fail on spells.
    - Night Strike affects troops both home and away
    - +damage mods on magic do not affect any self spells, lighning strike, and part of fireball
    - If you use pimp, make sure to customize your columns.
    - In general, don?t be a jerk to kd-mates.
    - Finally, some common acronyms/shorthands:
    o Dice = Paradise
    o KD = Kingdom
    o BE = Building Effeciency
    o ME = Military Efficiency
    o OME = Offensive Military Efficiency
    o DME = Defensive Military Efficiency
    o TM = Traditional March
    o T/M = Thief/Mage
    o FB = Fire Ball
    o LL = Land Lust
    o MV = Mystic Vortex
    o HA = Heavy Attacker
    o Prop = Propaganda
    o MP = Minor Protection
    o Prot = Protection
    o WW = War Win
    o Crown = Winning Chart
    o EOA = End of Age
    o LD = Land Drop
    o OPA = Offense Per Acre
    o DPA = Defense Per Acre
    o TPA = Thieves Per Acre
    o WPA = Wizards Per Acre
    o PPA = Peasants Per Acre
    o BPA = Books Per Acre
    o Ghetto = Many different definitions, some include: Not capable of crowning in NW/Land under normal circumstances. Unorganized. Uncoordinated. Makes nub mistakes frequently. A KD that considers itself "ghetto" may still be much better than your KD.

    Strategy Link:
    http://forums.utopia-game.com/showth...ealest-Returns
    http://forums.utopia-game.com/showth...e-advantageous
    http://www.godlygaming.org/category/pro-tips/
    Last edited by Topsy; 05-04-2013 at 19:14. Reason: added on casting, postwar starving, and a couple acronyms. Added Kryptic's stuff.

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