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Thread: Quick Tips

  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.

  2. #2
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    Good for newbies or even players in good KDs!

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    Tldr

  4. #4
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    good advice all around

  5. #5
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    Most are unwritten in the Guide so I found them really helpful. I'm also looking forward to answers to those questions in that link of yours. Have been wondering about most of them actually. Could you also add, "what you can do when you are opped by thieves and mages" & when you are (deep) chained? Many thanks for sharing.
    Last edited by tamle; 17-07-2012 at 20:03.

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    I am nooblet and I approve of this message.

  7. #7
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    Quote Originally Posted by tamle View Post
    Most are unwritten in the Guide so I found them really helpful. I'm also looking forward to answers to those questions in that link of yours. Have been wondering about most of them actually. Could you also add, "what you can do when you are opped by thieves and mages" & when you are (deep) chained? Many thanks for sharing.
    Things like "how to deal with a deep chain" are a bit better for the FaQ format, since if you know the mechanics behind province selection for chaining, and what they are trying to do with chaining it is much easier to understand what to do to prevent it. but here's a few quick maxims that are normally right

    Times you may be chained:
    - If you have highest offense in your KD
    - If you have highest breakable defense in your KD and you are a race/pers that can do well large(like a human)
    - If your getting out of range of their cores nw
    Things to do if you will probably be chained:
    - have high gs/rax/TG. These are the 3 main buildings you will want while being chained. GS especially are perfect for when you are being chained.
    -Don't leave troops home, or coming home with few/none acres. If you are the top offense in the KD, they have the button, and your monarch asks you to massacre with all troops, you may need a new monarch.
    -Leave minor/greater protection off if you are really active. With shadowlight you'll know when they are intelling you, and can cast MP/GP inbetween them getting intel and hitting.
    Things you might want to do if severely chained(say >500+nwpa):
    - Make sure you can army-in/army-out. The best thing a deep chain can do is force the target to release offense in order to get under 1.15 overpop, this can't happen if you have your armies out with land coming in(since as they come in you will be able to send out again for a lil).
    -ambush the big hits at the start of chain to maximise incoming acres. However, its often a good idea to still keep your ambush and TM armies together, or else you might end up getting some troops trapped home.
    - Turn off wizard production(especially as you get lower in peasents)
    - Ask for aid! Make sure you pay wages the tick before troops get home, or else you can't send out. Don't starve tick before either.
    - If you can't get enough aid, lower wages to 50% the tick before troops come home.
    - keep offense alive.
    - use all your generals. There will probably be people you chained down there as well, so use everythign you have.
    - if you aren't an orc, then you can LL for land right before troops get home.
    - if you are an orc, you can MV other people in your kd until troops get home.
    General chain tips:
    - try to keep your specs as you get hit inorder to take up more of their offense, but also use for dragon once your at the bottom.
    - You need to be under 115% max population in order to send out. Built buildings give 25 whereas barren gives 15, so if you are completely chained to the point where all defense has left and your acres are completely porous, just save your credits and use them when troops come home with acres so you can put them in before sending out. Aid for building acres can often save a lot of your offense. It's not uncommon that your incoming acres will be much more than your current acres, and building takes longer than troops getting home, so having almost no built acres is quite possible/common, inwhich case its the 25 > 15 that buildings are best for.



    As for getting thief/mage opped, again this is easier if you know when you will be getting which ops. Are you a merchant with the most peasents in your kd and have high banks? Well you'll probably get fb'd. Highest defense around and trying to be UB, well you'll probably get MS. Some of these are easy to deal with(if you know you're going to get a lot of NS then WT are pretty good), but for the most part, its up to the monarch of the KD to put the right people in the right position. Its race/pers attributes that most assist against ops, so the people who will be getting certain ops should in best case scenario be the people with natural resistence to those. 1 tip though, don't ask for MV constantly, unless you have troops home for some reason, or are ub/ub candidate.
    Last edited by Topsy; 19-07-2012 at 18:21.

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    Hi Topsy,

    Just wish to ask further more regarding of being chained..
    So lets says if you get chained, and you are overpop for.. > 115% ?
    will you release troops and aid the soldiers? or used to kill dragon? until you are < 115%
    If not, the troops will desert by each tick until < 115%.. won't it be wasted?

    Thanks!

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    So things like being chained are where knowing the situation and the mechanics of the game come up big. This also means people's opinion on what to do in the different circumstances are different, and others are more than welcome to post here with their views. That said, especially in the ghetto where most people start off(and where kd's try to chain when they probably shouldn't be) getting chained and knowing what to do about it can single handedly win a war for your kd, so its worth knowing the basics.

    As to the question, I normally wouldn't release and aid. The only times I release dspecs into soldiers when being chained is if 1) there is no dragon to send troops to(or if kd is tanking the dragon) and there's someone who can use the soldiers, or 2) my military is over 100% my maximum population with army home(which actually happens pretty frequently if you're chained very hard and its a long war). Other wise, id normally keep the dspecs during much of initial chain, in order to minimize their ability to hit others besides me, and then send to dragon when i am at the bottom of the chain. Dspecs don't leave all at once(although they do leave pretty quickly) and soldiers will always leave first, so if you're in a ghetto where it might take 3 hours to get a chain in(in reality in most ghettos it will take much longer) its well worth the lost dspecs in order to soke up that extra offense during that wave. Remember you can also release thieves and aid those out as well. Always keep some for intel(SoT has an insta-success rate, so even if you only keep 10 you can still get intel), and if you are a rogue its worth keeping a decent amount, because then you can prop(if not over the rate at which thieves don't work) dspecs right before army gets home incase you have a massive amount incoming.

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    o ME = Military Effeciency
    o OME = Offensive Military Efficiency
    (Also corrected your spelling for Efficiency)

    :)

    o Dice = Paradice
    *Paradise

    o Ghetto = Many different definitions, some include: Not capable of crowning in NW/Land under normal circumstances. Unorganized. Uncoordinated. Makes nub mistakes frequently.
    Should also mention a ghetto kd can be a trap, considering I see quite a few pro kd pretending to be ghetto (in both uto and bf alike).


    Also, would like to list some additional terms new players may not know:

    OPA = Offense Per Acre
    DPA = Defense Per Acre
    TPA = Thieves Per Acre
    WPA = Wizards Per Acre
    PPA = Peasants Per Acre
    BPA = Books Per Acre
    Last edited by kryptic; 20-07-2012 at 18:55.

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    Added some new ones and a strategy link section. Only have a few there now but will get more tonight and will add any posted here that are good. There's a lot of repeats and bad answers in the forums so want to throw up some good threads/websites. I'm looking for a particularly good "when to build libraries" one from awhile ago that had lots of good answers(before the 10 after that had people saying more basic stuff) and a thread from awhile back on wt v td that had a lot of discussion about the two(also before the 10 after that had people saying more basic stuff), although the latter would need updates. There was also an old one that had like a nubs guide to banking and solo-banking. I'm not sure I remember who was posting in it, but remember TheRock maybe linking to it at some point or something. Another one I'm looking for is a link to (I think it was atleast) Modesty's website that had a guide on setting up forum agent and some useful strategy stuff. Finally I can't find it now, but in utopia temple there was a thievery calculator that showed all of the base damages for things like NS to soldiers, specs, elites.

    And then post any that you think are good and ill maybe edit in. Would add good war articles too, or just generally fun ones.
    Last edited by Topsy; 31-08-2012 at 15:59.
    Some Quick Tips: http://forums.utopia-game.com/showth...799-Quick-Tips

    "P.S. I'm doing a porn shoot thursday . you can keep utopia." - Huangmo

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  12. #12
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    Quote Originally Posted by Topsy View Post
    - Saphire Dragon reduced wpa and tpa by 30%, and gives 30% auto-fail on spells.
    This is wrong, u dont get 30% auto fail. That is at least the guide doesn't say as much (and this should be developer given data) and my experience says this is wrong.

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    It is correct. It has the same affect as the human -wpa mod used to have. The guide has been changed back and forth between saphire giving -effeciency and autofail for ages, but its just that its effeciency and that the effeciency mod also affects autofail.
    Some Quick Tips: http://forums.utopia-game.com/showth...799-Quick-Tips

    "P.S. I'm doing a porn shoot thursday . you can keep utopia." - Huangmo

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  14. #14
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    Quote Originally Posted by Topsy View Post
    It is correct. It has the same affect as the human -wpa mod used to have. The guide has been changed back and forth between saphire giving -effeciency and autofail for ages, but its just that its effeciency and that the effeciency mod also affects autofail.
    tis be true.

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    I was under the impression that all effectiveness mods either decreased the failrate after raw tpa/wpa, or increased success rate, whichever was the least effective of the two. i probably am wrong.

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