Sunday, 21 August 2011

The Guide

If you have any questions regarding Visual Utopia, be sure to check out the how to get help page. More guides and articles can be found in the forum.

The military units

Human
Swordsmen

200 3 2
Archers

500 4 5
Knights

2500 11 11
Magicians

240 0 0
Catapults

10000 40 20

Elf
Ghosts

100 2 1
Archers

700 2 10
Riders

1600 7 10
Spellweavers

300 0 0
Archmages

4000 * *

Orc
Gaia

100 1 2
Hammerthrowers

300 3 3
Ogres

1500 8 8
Shamans

230 0 0
Nazguls

45000 160 160

Dwarf
Swordsmen

250 2 2
Hammerthrowers

900 5 6
Axemen

2500 10 8
Runemasters

300 0 0
Cavemasters

1000 6 3

Troll
Hobgoblins

200 2 3
Rockthrowers

500 5 4
Warlords

1600 10 10
Mages

240 1 0
Berserkers

6000 35 35

Halfling
Farmers

20 0 1
Slingers

150 2 2
Pony riders

800 6 4
Illusionists

240 0 0
Adventurers

1900 8 8

* The power of an archmage is 3 * magic science level.
The Strength of the units are shown as Offence & Defence. Offence is how good the unit is at attacking and killing while defence is how good the unit is at defending.
Each peasant provides 0.05 defence.

The buildings

Buildings

Wreckages

When you destroy buildings they will become Wreckages and will disappear over time.

Homes

House 25 people.

Farms

Produce 7+ food each day.

Mines

Produce 3+ gold and 1+ stone each day.

Magic Towers

Will defend your city from magic and make it much easier for your wizards to cast long range spells.

Guard Towers

Each guard tower gives 5 + military level, extra defence and increase line of sight.

Taverne

Increase the morale in your city and the armies stationed in the city.

Lumber Mills

Produce 1+ tree each day.

Armories

Lower training time (max 50%) and allows you to train more troops in your city.
Note: Each military science level ads one day to the training time.

Warehouses

Will store 100 times more of your resources than a farm/mine/mill. *

Walls

Increases the preparation time when an enemy is attacking your colony.
+ The buildings can have various bonuses that makes them more effective and can produce more. For example building farms in a city placed near a river will produce more food then a city on the plains/desert.
The production in each building will vary depending on the total amount of that building in your empire. While one farm might produce 20 food each day, ten farms might only produce 100 food each day.
* Farms, mines and lumber mills can also store resources and there is no limit on how much one building can store.
Every farm, mine and lumbermill needs 5 workers to operate.
Each man and woman (not in an army) eats 0.25 food each day.
All employed peasants pay 1 gold in taxes each day.
As the population of the city grows, merchants and other wealthy people will move into the city and increase the tax revenue.