Utopia Game Help

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Utopia Revolution is a team vs. team strategy game that offers many different
challenges for both individuals and teams.

The game is based on free-to-win concept, which means that players can’ t buy their
way to the top. Therefore the performance of each team and individual is based on
their activity, strategy, coordination, skill and luck.

In Utopia Revolution players form teams (“ Kingdoms” ) that compete against other
teams for the world dominance. The game is played in cyclical game rounds (“ Age” )
that may last up to 3 months. In the beginning of each Age, the game world will be
reset and everyone can have a fresh start again.

The main indicator of success in UR is Networth (NW) that basically sums up the
value of all the resources you have acquired. As a player and as a team, you want to
aquire as much Networth as possible by the end of each Age. The most important
resource above all is land that is counted in acres. Therefore it is essential to acquire
as much land as possible to grow and stay competitive. At the same time you must
take into account that you need to safeguard the resources you already have. This can
be achieved by sustaining a sufficient army that can defend your land from aggressors
and provides you the capability to successfully attack others for gaining more land
and other resources.

The key for a long-term success in Utopia Revolution is coordinated team play. The
better coordination and communication your team has, the higher the chances for
fighting off rivaling teams and competing for the top positions in the world rankings.

The goals of the game

The goal in Utopia Revolution is to achieve highest possible ranking in world
rankings by the end of the game round. There are currently the following rankings
that are being recorded and published throughout each Age:

  • Kingdom Networth TOP – combines the Networth values of the entire team;
  • Provinces Networth TOP – calculated total Networth of each individual

As the game development progresses and our community grows, we will be adding
new types of rankings into Utopia Revolution. Next ranking to be added is War
Rankings, which is calculated for each Kingdom based on their war achievements.

The Structure of the World

Utopia Revolution world is populated and played only by real people situated around
the world. There are no computer-controlled units (bots) in the game. In the beginning
of the Age, each player can pick one of the races available in the game. The player
then takes control of a province that has its own buildings, economy, military,
thievery and magic abilities. All the player-controlled provinces are divided into
teams that can consist up to a maximum of 15 players. These Kingdoms are located all over the Utopia Revolution world and can be identified by their unique number
and Kingdom name (for example 1:8).

These Kingdoms battle each other for the global dominance and position in the
rankings that are published under “ The World” view in the game. In addition to the
Kingdom rankings, there is Networth ranking for individual provinces.

Each player is allowed to play only one province per kingdom and game round.
Creating multiple accounts within the same game round is considered illegal and will
result in permanent ban from the entire game.

Kingdom members need to elect one leader among themselves who will be
responsible for managing their Kingdom. These leaders are called Kings and they
enjoy certain bonuses to balance the managerial responsibilities. Each King can
appoint a couple of Council Members to assist them with the day-to-day management
tasks. Having a good leader who sets the strategy for the entire team, organizes wars,
solves conflicts and helps people to improve their game performance, is crucial for
every Kingdom’ s long term success. Kingdom wide strategies are not set in stone
and are subject to change every game round. The developers of Utopia Revolution
announce new changes for the each game round. These changes will be analyzed
by the leaders of each Kingdom to establish Age specific strategies for their teams.
Some leaders favor quick and early growth, while others opt for stronger warring
capabilities in the later stages of the game round.

We strongly suggest finding a team that has the people you enjoy spending time with.
Before each round you can choose a team, during Freeze time you can change the
team if you wish. This will enable you to truly feel the exhilarating game experience
Utopia Revolution has to offer!

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Each race, like in many other games, has different sets of pre-defined strengths and
weaknesses. These characteristics will have significant implications in terms of
economy, military, thievery and magic capabilities of the player-controlled province.

Existing races are: Human, Dwarf, Avian, Orc, Darkelf, Gnome

Read more from Age info


As a player you are in control of your province. Your task is to find a balance
between producing resources (land, gold, food and runes) and maintaining an army.
Resources are needed to maintain and grow your province, including military.

Each resource has a certain role in the function and growth of your economy. Land
is used to increase population and construct buildings. With gold you can pay for
buildings, explore new land, draft peasants into soldiers, train military and pay
wages. Food is required to feed your entire population. Runes are used to cast various
offensive and defensive spells.

There are multiple things that could affect your province’ s economy in a positive or
negative way. For example, if you draft over 50% of your peasants into military, then
you could end up having lower income and reduced building efficiency that hurts
your overall economy. Poorly performing economy could also be a result of overly
aggressive drafting speed.

Typically you can improve your economy by building more homes and banks. Homes
will increase your peasant population, which in return increases both income and
buildings efficiency. Adding more banks will significantly boost your income. Make
sure you don’ t overbuild, because income bonuses will start to decrease if you have
too many banks. (Read more about the bonuses and the limitations each building type
has in the “ Buildings” section).

While balancing your province’ s economy mostly revolves around maintaining a
sufficient gold production, you also need to ensure that your people have enough
food. Letting your food reserves drop to zero will cause starvation that could lead to
a serious economic disaster. With starvation, certain amount of your entire population
will leave each tick until the food reserves are restored.

As you can see, economy plays a considerable role in how successful your province
will be. It is strongly advised to ask your experienced Kingdom members for
advanced strategies and tips regarding building up your province’ s sustainable


Land is the single most important resource in Utopia Revolution. It provides living
space for your population (peasants and military) and enables you to build different
kinds of buildings that provide specific bonuses for the province.

Land is calculated in acres. 1 acre of barren land creates living space for 15 units.
Most buildings will increase the maximum living space per 1 acre to 25 units. Acres
that have homes built on them increase the maximum living space to 33 units.
Therefore, the more land you have in effective use, the higher your Networth will be.

Land can be gained in three different ways – by attacking other players, casting
special spells and exploring new lands. The most effective way to gain land is to
attack other players in your Networth range (bigger opponents yield increased
gains). Attacking others has the risk of becoming a land grab target yourself. Strong
magicians can use a special spell to summon new land, but the gains are much lower
compared to attacking. There is also an option to spend certain amount of soldiers and
gold to send out explorers that discover new lands for you. As your province grows,
exploring will become increasingly expensive and there is a limit on how much each
Kingdom can explore.


Population is the sum of all the peasants, military units, thieves and wizards that
populate your province. Each unit takes up one population space. You need to gain
new land and build improvements to increase your population and maximize its space
effect You can also build homes to increase your birthrates. For detailed information
about your province’ s population, please see “ Council” tab under “ My Province”

When your province has some extra living space available, the population of your
peasants starts to grow gradually until all the space is filled up. Your peasants have
a base birthrate of 2.25% per tick. The birthrate can be improved by building homes
and / or by successfully casting Love & Peace spell. Also some races may have
different base birthrate to start with (Gnomes have a reduced birthrate for example).

When the amount of current population exceeds the maximum living space
available, then your peasants and military start to abandon your province. This will
continue until there is enough room again to house everybody. Having excessive
overpopulation may prevent you from attacking and conducting thievery operations.
Overpopulation usually happens after you have been severely hit and lost a lot of land
to your opponents.


There are 14 types of buildings you can choose from to build up your barren land.
Each building has a unique bonus that takes effect once the construction is completed.
The bonuses attached to each building type are the same for all the races. Building
construction costs gold and takes total of 22 ticks to be completed. The amount of
buildings you can construct depends on how much barren land and gold you have
available. For example, if you have 100 barren acres and enough gold, then you can
construct 100 buildings at once. All those 100 building will be finished exactly at the
same time.

Once you order construction of new buildings, the extra living space is created
immediately, but the specific bonuses of these buildings will come into effect
only after the construction is complete. For example, in case you choose to build
homes, then the 10 extra living space bonus that comes with each building is created
immediately. But the birthrate bonus and additional 8 living space that is specific to
homes only, becomes available after the building is complete in 22 ticks. The same
logic applies to all the building types.

There are two types of bonuses attached to each building type – a flat rate bonus and
a percentage bonus. You can view the bonuses for each building type by moving your
mouse over the picture of a building under “ Buildings” selection in game.

The first bonus is a flat rate bonus that provides a fixed amount of resource per
building. Each farm for example produces 70 bushels of food per tick with 100%
building efficiency. If your building efficiency drops down to 70%, then that same
farm would produce only 49 bushels of food per tick, which means your province
could be soon running out of food. This makes building efficiency quite important
indicator to maintain your province’ s economy.

The second bonus adds certain percentage of building specific bonus for each
building constructed. For example if you construct 1 Training Ground, then it provides your army with 0,21% offensive power. But when you build 10 Training
Grounds, then the bonus add is 2,03%. This means that the bonus percentage
diminishes with each additional building. If you build too many buildings of the same
type, then the bonus attached to this building will stop increasing.

Homes, Farms, Banks, Mills, Guilds, Towers, Training Grounds, Armories, Barracks, Forts, Guard Stations, Hospitals, Thieves’ Dens, Watch Towers

All the buildings can also be razed down at any point (except the buildings that are in
process of being built). Similarity to construction, it costs gold to raze buildings. After
the building is razed, the land under the building becomes barren and you can build it
up again. Sometimes it is wise to change your buildings based on specific situation.
For example you may want to raze some of your banks to make room for hospitals
or guard stations before war to reduce enemy gains on you. There are many different
building setups you might need to try out before you find an optimal strategy for your
play style.

As always, it would be smart to consult with experienced Kingdom members and
follow your King’ s orders when choosing a right building setup for your province.

Building Efficiency

Each building creates 25 jobs (except homes that do not create any jobs). Buildings
need peasants to fulfill these jobs to work. In order to maintain 100% building
efficiency, one must have enough peasants to fill at least 50% of all the jobs. Peasants
will start working automatically once they are available and do not require any kind
of micro management by the player. If you have less than 50% of the jobs filled, your
building efficiency will start to drop and your buildings will become less effective.
Decreased building efficiency will lower the bonuses each building provides.

Building efficiency can be tracked under “ Overview” or “ Council” tab under “ My
Province” section. The game has a certain rule that the building efficiency can’ t drop
below 50% (even if you only have 1 peasants and 100 000 jobs).

Lets say you have built 10% of your land into Training Grounds and your province
has 100% of building efficiency. This combination would grant you +13,5%
additional offensive power. Now, in case your building efficiency drops to 70%, these
same Training Grounds will grant you only +9,50% of offensive power instead of

Building efficiency has an instant effect and is mainly affected by the percentage
population that you have trained into military units. If you want to increase your
building efficiency, the one way is to temporarily stop drafting peasants to soldiers
or in extreme cases you might even consider releasing some of the soldiers back to
peasants. Another option is to build more homes to fill the vacant jobs with peasants.


Province’ s gross income is determined by the number of peasants employed at the
jobs that are created by the buildings you own. Each employed peasant generates 2,25
gold coins per tick. Unemployed peasants do not generate any income.. Some races
have special income bonuses (for example Humans enjoy +35% income) that will
increase the income generated by the peasants and banks.

The net income of a province is calculated by subtracting the drafting costs and
military wages from the gross income. The more military player owns, the less gold
his or her province generates.

There are multiple ways to get extra income to sustain fast growth and train strong
armies. One alternative is to cast Tree of Gold spell that magically creates gold from
runes. Another option is to find a rich target from some other Kingdom and assign
your thieves to rob his vaults. If you don’ t have enough thieves or wizards, then you
still have an option to use your powerful army to plunder one of your competitors for
vast amounts of gold, food and runes.

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Military units (including thieves) are trained from soldiers. In order to get soldiers,
you must draft them from your peasants. While drafting soldiers, you must set the
percentage of your total population that you wish to convert to military. Keep in mind
that the more military, the fewer peasants there will be working in your buildings
generating income. Once you have set your desired draft rate, you also need to decide
how fast you want to draft your peasants to soldiers. The faster you draft soldiers, the
more each drafted soldier will cost for you. It is typically optimal to draft as many
soldiers per tick as you can train into defensive specialist, offensive specialists, elite
units or thieves. That way you will maximize your income and do not waste your gold
on too costly draft speed.

Military Units

Your province’ s military consists of soldiers, offensive specialists, defensive
specialists and elites. Each type of military unit has certain amount of offensive and
defensive power.

Soldier are the weakest of all and have only 1 offensive point and 1 defensive point
(often marked as 1 / 1). Soldiers are drafted and can be trained into other military

Defensive specialists have 0 attacking points, but 5 defense points (0 / 5). Offensive
can only be used for attacking, because they have 0 defense power (5 / 0).
Both defensive and offensive specialists cost 350 gold to train.

Elites are the most valuable military units of all. They have both attacking powers and
defense powers. Each race has special type of elites with specific cost per unit. For
example, the defensive Faeries have Tree Ents as elites that have 3 offensive points
and 8 defensive points ( 3 / 8). Powerful Orcs on the other hand have fearsome Ogres
that possess 8 attack points and 2 defense points ( 8 / 2).

Thieves are also part of your military. Instead of offense and defense powers, thieves
have special ability to conduct various thievery operations on enemy’ s province.

Your military can be used to either defend your land or attack other players. There are
currently three types of attacks available in Utopia Revolution. You can either send
your offensive army out for operations to gain land, resources or simply to kill of a
portion of target’ s thieves, wizards and peasants.

All military units can be released back into soldiers and soldiers can be released back
into peasants.

Attacking and Defending

Each province has total offense and total defense points that define their military
strength while attacking or getting attacked. These values are determined by summing
up offense and defense values for all the available units for that player and modified
by different effects granted by certain building types or military wages for an
example. When you use elite units to attack your opponent, then your province’ s
defense is temporarily reduced. For example if you sent out 1000 elite units that
each has 4 defense points, then your province’ s defense is reduced by 1000 x 4 =
4000 defense points until your army returns. If you have built Training Grounds or
increased your military wages, then these bonuses must be taken into consideration
to calculate the defense you left home. Fortunately the “ Overview” tab automatically
displays your Total Offense / Defense and offense / defense at home.

In most cases, attacking is used to gain land from other players close to your
Networth size range, as attacks on much weaker or stronger opponents can create
significant risks for the player. When deciding if and who to hit, one must consider
if the potential gain from that attack outweighs the potential risk of suffering a
retaliation while part of the army is away and defense at home is temporarily weaker.
All the attacks are published on your and the enemy Kingdom’ s news. This means
that no attack will go unnoticed and is potentially subject to retaliation.

When choosing whom to attack, you should first conduct intelligence operations
to gain defensive and offensive data on the potential target. You can do this by
performing a thievery operation called “ Spy on Military” on the target. This reveals
for you the current offensive and defensive strength of the target. If you happen
to spot a target that has part of his defensive army out, then the “ Spy on Military”
icon will be replaced by a special icon. After you have obtained through “ Spy on
Military” fresh information on your target, you should proceed to the “ Attack” view.

Notice that the game has pre-filled your offensive army information and you are
shown the probability of success if you were to attack that target. Also you can see
the estimated gains of the attack and for how long will your army be away after you
attack. Although the game pre-filled your offense, you can still adjust it manually to
modify what types of units and how many of them you wish to send out to attack your
target. Before you launch the attack, check what defense you will leave at home. It
is generally good to keep at least as much defense at home that equals 30 times your
land size. For example, if you have 2000 acres of land, then it is dangerous to leave
less than 60000 defense points guarding your province.

To make sure you succeed in attacking your target, you should send at least 4% more
attack points compared to your target’ s defense army units currently at home. This
should ensure you 100% chance of succeeding with your attack. If you send less, then
you can still successfully break your target’ s defense, but the probability is less than
100%. If the offense you send out accounts for less than 85% of the target’ s defense
points, then the probability of successful attack is 0%.

When successful, you are prompted with the battle report that details the outcome of
the attack. It describes how much land your army managed to conquer, or in case of a
plunder, how many resources were plundered. It also summarizes the military losses
for both sides and the time it takes your army to return home with the loot. Attackers
tend to usually suffer more losses than defenders.

Defending your province does not require any special actions by the player, as your
defensive army will automatically defend you when attacked. In case the attacker
manages to defeat your defensive army, you will loose either land or resources
(depending on what type of attack you attacker used). If you react quickly enough,
you can catch your attacker with low defense at home because he attacked you and
part of his defensive away. In this case you should again Spy on Military with your
thieves to make sure you can effectively retaliate his attack. In the near future you
will also be able to ambush your attacker’ s armies to regain a certain portion of the
resources you lost.

To limit power of bigger players and establish a more enjoyable playing environment,
the game mechanics reward attacking targets with higher Networth and also penalizes
attacking considerably smaller targets than yourself. For maximum gains, it is
advisable to look for bigger target’ s in bigger Kingdoms.

Attack types

There are currently three attack types available in Utopia Revolution. Each attack type
has a special purpose.

Traditional March – captures between 7% to 13% of your opponents land. Attack time is 16 ticks and land is usable after your army has returned home. Traditional march increases relation meter by 1 point.

Plunder – captures 50% of gold, 45% of food and 30% of runes from your targets resources. Attack time is 12 ticks and the resources become available after your army has returned home. Plunder increases relation meter by 1/2 point.

Massacre – brutally kills 9% of peasants, 6% of thieves and 4% of wizards of your target’ s province. Attack time is 14 ticks and effects are instant. Massacre increases relation meter by 1/2 point.

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Thieves are used to conduct various clandestine operations against enemy provinces.
Firstly thievery provides a way to gather intelligence about the target’ s military,
buildings, magic and thievery strength. Besides gathering intelligence, thieves can
perform some very powerful operations. When used properly and at the right time,
thieves can really cripple your opponent’ s province and leave it open as a perfect
target to take what you like.

How thievery works

Thievery power (also known as Thieves Per Acre or TPA) is determined by the
amount of thieves per each acre of land you own. The higher your TPA is, the
more likely the operations carried out by your thieves are to succeed. High TPA
also defends your province against enemy thieves. The success of each operation is
determined by comparing defender’ s and attacker’ s TPA. Besides that, each thievery
operation has a unique difficulty factor that affects the probability of the success per
each individual attempt. The harder the operation, the less likely it is to succeed. So
when you are planning to frequently use hard thievery operations, it is advisable to
maintain at least 8 thieves per acre or more.

Each thief you send to carry out a certain operation has a limit of how much damage
he can do. For an example, when you are stealing gold or trying to incite rioting
within target province, you might want to send more thieves per operation to have
better gains. This will result in stealing more gold per operation or inciting longer
rioting. But by doing so, you also increase the likelihood of your thieves getting
caught and failing the operation. If your thieves get caught, you pay a hefty price by
losing 5% of the thieves you sent to conduct that operation. Last but least, also your
stealth level has a slight effect on thievery operations success.

When conducting thievery operations, keep in mind that your targets will see your
failed and successful thievery attempts in their news. This could make them angry and
cause a potential retaliation actions against you.

Thievery operations

Currently there are 8 thievery operations that are equally accessible for all races.

Spy on Military – scout target’ s military power by revealing his total offense and
defense at home, the amount of armies he has sent out as attacks, how many and what
type of troops are in training, what are his current draft rate and military wages. The
cost of conducting one Spy on Military is 1% of stealth and requires only 1 thief to
yield 100% accurate information about the target.

Survey –to scout target’ s buildings, revealing what type of building your target has
and how big are the bonuses these buildings provide. It also provides information on
what buildings the enemy is currently constructing.

Rob Granaries – is used for stealing food for your own benefit or to cause starvation
for enemy’ s province. Causing starvation is potentially more effective when
combined with Vermin attack.

Rob Vaults – is used to steal gold from your target. This is one of the most often used
thievery operation. If your province constantly suffers from robbers, then it would be
wise to build Watch Towers that significantly increase your defense against thievery.

Rob Towers – is used to steal runes from the target.

Incite Riots – is used to incite rioting among your target’ s population. If successful,
then the income of your target will decrease by 20%. The duration of riots depends on
the number of thieves you used for conducting the operation.

Night Strike – is used to kill off your target’ s military units. In case of a successful
Night Strike operation, your thieves murder a portion of target’ s soldiers, offensive
specialists, defensive specialists and elite units. Soldiers suffer the most causalities
while elites are the most resistant to this operation. Night Strike is a rather difficult
operation to perform and therefore requires a large amount of thieves per acre.

Assassinate Wizards – is used to murder certain amount of enemy’ s wizards per each
operation. This is the hardest thievery operation in the game and also a rather wicked
way of causing damage to your opponent, because it takes a lot of resources and time
to train wizards. Assassinating target’ s wizards will lower his magical defenses and
leave the target open for offensive magic attacks.


Each thievery operation costs stealth. The maximum amount of stealth for all the
races is capped at 100%. The more powerful the thievery operation, the more stealth
it costs. Stealth will slowly regenerate over time. It is wise to save up stealth before
attempting to conduct multiple thievery operations in a row. Stealth regenerates
at a speed of 3% per tick. Some races might have increased or decreased regeneration speed.


Quick and effective way to stop other’ s stealing from you is to build 15% or more
of your land into Watch Towers. These buildings decrease the chance of anyone
successfully conducting thievery operations against you. In addition, Watch Towers
also decrease the losses you will suffer when you conduct thievery operations against

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Similar to thievery, use of magic provides each player the means to cause powerful
damage to opponents by using mana and runes. In addition, magic can also be used to
cast various self-spells that give your province certain temporary positive bonuses.

As wizards can only be trained by the use of guilds (each guild has a 2% chance to
train a wizard each tick), building up a powerful magic capability takes time and
considerable amount of effort.

How magic works

In order to successfully cast spells you need guilds, wizards, mana and runes. The
wizards can be trained only when you have constructed Guilds. Each Guild has a
2% chance to train one wizard per tick. Runes can be acquired either by stealing
or constructing Towers that produce certain amount of runes per tick. Building up
powerful magical capabilities takes a significant amount of time and determination.

When talking about spell success probability, then you need to distinguish between
offensive and protective magic. The protective magic can only be cast on your province and the success rates depend
on the percentage of Guild your province has built. The success of the offensive
magic depends on how many wizards per acre your have compared to your target.

There are two different types of spells available – instant and duration spells. Instant
spells case an immediate effect after the spell is successfully cast. For example,
these spells include Crystal Ball for gathering intelligence and Tree of Gold for
producing gold with magic. Duration spells also provide an immediate effect after
being successfully cast, but the effect lasts only for a certain period of time. A good
example of such a spell is Minor Protection spell that increases your defense by 5%
when active.

Self spells

The success of self-spells largely depends on the percentage of Guilds you currently
own by. Having 40% or more Guilds grants the best probability to succeed with any

Minor Protection – increases your defense by 5% while active.

Fertile Lands – increases food production by 25% while the spell is active.

Love and Peace – increases birth rate by 20% for while the spell is active.

Inspire Army – decreases military training time by 10% and decreases military wages
by 20% while the spell is active.

Tree of Gold – produces 40% to 80% of player’ s net income worth of gold when
successfully cast.

Paradise – produces 1 to 8 acres of land when successfully cast.

Offensive spells

Offensive spells include various magical spells that hinder your enemy’ s economy
or damage his military units. Spells such as Vermin, Fireball, Fool’ s Gold and
Tornadoes are meant to be used to attack the target’ s economy. For an example,
Fireballs kill off target’ s peasants, causing a massive drop in income and decreases
building efficiency. Nightmares on the other hand enable you to decrease target’ s
defense for a period of time to by sending a portion of his army back to training.
When successfully cast multiple times, Nightmares could open up your target for

The success of offensive spell depends on three main things – defender’ s and
attacker’ s wizards per acre comparison, the difficulty of the spell and the mana level
of the caster.

Crystal Ball – reveals target’ s resources with 100% accuracy.

Vermin – increases target’ s food consumption by 600% while the spell is active.

Fireball – immediately kills about 5% of target’ s peasants per successful cast.

Fool’ s Gold – turns portion of target’ s gold into worthless lead.

Nightmare – scares a portion of enemy military units (including thieves) back to
training for 7 ticks. Part of the troops that were sent to in training will return back to
military after each tick.

Tornadoes – destroys a certain amount of enemy buildings.


Mana is a regenerative resource that is required to cast spells. Mana consumption
varies depending on a spell type. For example, the Crystal Ball intelligence spell
usually cost 1% to 2% or your mana, while powerful and difficult Nightmare spell
costs 5% of caster’ s mana.

Mana regenerates at a speed of 3% per tick. Some races might have increased or decreased regeneration speed.


Runes are used by mages to cast spells. The harder the spell, the more runes it
consumes. Runes can be produced by building Towers. Faeries do not consume runes when casting spells.

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Kingdom Management

In order to provide the means necessary for organizing all major aspects of the
Kingdom life, Utopia Revolution has built special features that support different
methods of communication between Kingdom members.

The King and Council

A King has the responsibility of managing the Kingdom, including defining specific
goals for the game round, forming strategies, choosing his Council Members that
share the burden and responsibility of the day-to-day Kingdom management. In the
future, Kings will be responsible for all political interactions with other Kingdoms.

Kingdom’ s members choose their King in a democratic manner, where the majority of
votes grant the title to a specific player. This title is shown on the Kingdom overview


To ease communication within the Kingdom, Utopia Revolution has a chat function
that currently provides a pre-defined set of channels. There are currently three chat
types available – Global channel, Kingdom channel and private messaging between
players. In addition to communicating in chat, Kings and the appointed Council
Members can issue Kings Orders on the “ Overview” page that are visible to all the
players in that Kingdom.

Global chat channel is a publicly accessible for all the players. The channel is
designed to provide means for the players to communicate with each other and ask
questions about the game. Be careful about the type of information you share in
the public channel. For example, sharing your target’ s information (who has weak
defense or a lot of resources) is considered to be contradicting with the good spirit of
the game rules and principles. Players listed in the Global chat channel represent the
users who are logged into the game at that point of time.

Kingdom chat channel is private and is only accessible by the members belonging to
that Kingdom. This chat room is meant for the Kingdom to privately organize all their
activities, including sharing information on targets, deciding who to attack or war
against, etc.

King’ s Orders are listed under “ My Kingdom” page and can be issued only by the
King or Council Members. For each order, the issuer must define a specific goal,
priority and timeline. For example, these orders could be used to define Kingdom
wide strategies or mark events, such launching a wave of attacks against rivaling
Kingdom. Kings Orders are shown to all Kingdom members in Overview page and
are private for each Kingdom.

In the future we will be adding new support features to the game. If you have some
good ideas on how to make your life easier in the game, then please submit a your
idea (yes we read them all) under the “ Feedback” tab or simply talk to one of our
game developers who are marked with “ @” in front of their chat name.

Intelligence sharing

Keeping track of how each province in your Kingdom is growing and sharing
important intelligence information about targets is crucial for your Kingdom’ s
success. To make intelligence gathering and management easier for the players,
Utopia Revolution has two important built-in features implemented.

Firstly, each player can access the “ Intelligence” tab under “ My Kingdom” page.
There you can find all the Kingdoms in the world and the intelligence information
your Kingdom members have collected about other rivaling provinces. Currently
it stores basic information about economic, military and operations aspects of each

Secondly, when you look at a specific enemy province overview under “ Magic”
or “ Thievery” tab, you are shown if any of the spells or thievery operations performed
by your Kingdom mate is still active. For example, if you cast Vermin on some target
at it lasts for 5 ticks, then all your Kingdom members can see the duration of Vermin
spell when they view the same target. This provides an easy way to conduct organized
group attacks on targets.


Each player can request any amount of resources from their Kingdom members in
Aid. It is important to help out fellow Kingdom members to be successful as a team.
If some player becomes too dependent on Aid, the King or the Council Members
should review his economic setup or the real rationale behind asking for Aid.


Each kingdom starts out in normal stance that has no bonuses or penalties. Stance can be changed only by king or council members. You can switch stance minimum after every 24 ticks.


  • +5% building efficiency
  • +30% birth rate
  • -35% relation meter gains
  • -15% attack gains
  • -15% offencive spell success
  • -15% thievery success


  • -20% building time
  • +15% defence
  • +25% attacker losses
  • +15% attack time
  • -20% attack power
  • +25% explore costs


  • +15% attack gains
  • -10% attack time
  • +15% military wages
  • +100% relation meter gains
  • -10% defence

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During war you have combat related bonuses and penalties. War can be declared only by king or council members. Minimum time to end war is 48 ticks. You can end war by withdrawing and losing the war or proposing a mutual peace treaty. Maximum gangbang protection in war is limited to 15%.

Attacking out of war has -75% attack gains. Spells and operations out of war have -75% success rate.

War time

  • -20% attack time
  • -20% training time
  • -50% troop losses
  • -75% out of war gains
  • -75% out of war success rate
  • +400% explore costs

Recovery time

After withdrawing from war or mutual peace, both parties are recovering from war for 24 ticks. In recovery stage both parties cannot attack each other.

  • +200% birth rates
  • +25% income
  • -25% drafting costs
  • +25% food production
  • -25% explore costs
  • -25% building costs
  • -25% raze costs
  • None

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