Hogosha's Age 10 Thief Mage/Elf Strategy
© Nick Green. All rights reserved!


This is a thief mage elf strategy for the game Utopia. It is designed around the Age 10 rules and changes. I don't know what net worth it's designed to get you to, but if done you should be able to make Top 1000. It should suit the needs of any newbie -experienced player. Why play elf? Well, if you want the truth, elves are not one of the better attacking races. However, elves are a nice help to the kingdom, and can be strong when used correctly. But most of all, elves are fun to play. And that's what this game is all about, having a good time. This strat doesn't focus heavily on sciences. It will give you required science levels, however you will often be able to easily exceed those levels. They are just the absolute minimum necessary to make things work Reaching a high net worth requires more than just a good strat. It requires skill, dedication, and time. You'll notice there are time requirements to meet. After all, you must grow fast if you wanna be big before the round ends. Sometimes this strat aims low at times. It gives you more time for some things then is necessary. This is to compensate in case you are hit badly, or anything else unexpected comes up. You may notice that my recommended building percentages are much different than those of most strats. It's just the way I play. If you can move faster than this strat suggests, then by all means, do so! You need not stick to the strat exactly. Have a lot of extra cash? Raise your draft. Need more food? Increase your farm percentage. As I said, this strat is very flexible. I recommend keeping Love and Peace, Nature's Blessing, and Minor Protection running at all times. As you gain acres, look at the strategy for the next amount of acres, and begin to move towards it. For those of you wondering why you should listen to me, well... I don't really know. I was the #1 elf in Age 8, but things have changed a LOT since then... of now being able to keep 30% armouries, I'll be trying to go all elite from the start. However, if you're ever low on cash, build heroes! With all else said, let's get to the strategy.

Protection

This is quite possibly the hardest part of the game. You'll need plenty of money. This early on, it's okay to be land fat. Getting your defense is important, as is establishing a decent amount of wizards and thieves. You'll need to cast Love and Peace as soon as possible, but you need not bother with Nature's Blessing until the last day of protection. I don't think it needs to be said that Minor Protection shouldn't be cast until you leave protection. You should be 15k by the time you leave protection.

-Leave protection with 280 acres (that will mean exploring 65 acres plus getting your bonuses)
-Start with a 20% draft as soon as your original 250 soldiers are depleted from exploring
-You have a bit over 1000 troops. I'd recommend a minimum of 300 lords.
-On those 280 acres, have the following buildings:
*50 houses
*20 guilds
*15 towers
*30 farms
*90 banks
*75 armouries
-Try to keep 1200 dp minimum just out of protection.
-Try to have some thieves when you leave protection. 200 or so might be nice.
-Feel free to customize things. Maybe you want more houses, or you don't want to bother with stables yet. That's just fine.

At 500 Acres

I'm not giving time requirements for a thief/mage strat. Grow however fast you want, so long as you keep your ratios up.

-You need to have 1500 elf lords by this point (15 dpa)
-You want to have 900 thieves (1.8 tpa)
-5% population science
-These are just recommended amounts. If you don't have as many guys as suggested, it's allright. A 25% draft rate should work fine for this amount of troops.
-Recommended building percentages:
*20% homes (100)
*15% guilds (75)
*9% towers (45)
*8% farms (40)
*20% banks (100)
*28% armouries (130)
-The homes are used to give you more peasants, for money, and more soldiers to train troops. They aren't as useful this round, but...
-The banks and homes together provide good income, just make sure your utilitization stays high.
-The armouries help to save money by lowering troop costs. This, combined with the increased amount of money and elves cheaper troop bonus will help you to train a high number of troops quickly.

At 1000 Acres
 
Keep growing steadily, and keep increasing your thief ratio.
-You'll want to have 4900 elf lords by this point (24.5 dpa)
-You'll want to have 4000 thieves (4 tpa)
-10% population science
-42% draft
-Here are my recommended building percentages:
*30% homes (300)
*17% guilds (170)
*8% towers (60)
*8% farms (80)
*14% banks (140)
*23% armouries (230)
-At this point, banks are very important. With a good homes percentage, you've got a decent base income. The added banks will increase your earnings by 21%.
-As always, the armouries are important. With the added banks,  shouldn't be a big problem. You should be able to support the high elite training costs, and maybe do some sciences too.
-Guilds are going to keep rising...

At 2000 Acres

Having fun yet? I hope you are. Your thief/wizzie ratios should be pretty good by now...
-You need to have 11.4k elf lords (28.5 dpa)
-You need to have 10k thieves (5 tpa)
-13% population science
-You should have a draft of about 48%
-I recommend that you build:
*36% homes
*19% guilds
*6% towers
*9% farms
*10% banks
 *20% armouries
-About now, most of your income is coming from houses, and is modified by an alchemy science bonus, plus 15% from banks.
-Your armouries are dropping as you begin to need more and more housing, but 20% is still enough to keep your troop costs managable.
-Utilitization is getting really annoying, huh?

At 3000 Acres

I don't know what to say here... Probably gonna stop with growth soon enough. We're introducing guardstations, just to make sure  you don't get grabbed.
-You should have 20k elf lords (33.3 dpa)
-You should have 18k thieves (6 tpa)
-16% population science
-You need a draft rate of 54%
-I recommend you build the following:
*40% homes
*20% guilds
*5% towers
*10% farms
*6% banks
*15% armouries
*4% guardstations
-Your housing is raising, but that's needed to keep a good military and decent utilitization.
-Banks are getting lower, but are still around. Boost your science while you can!
Armouries still lower, and buildings are getting a bit more expensive. But we don't need any mills just yet.
-We introduce guardstations. A lowly 4% gives you a 10% defensive increase (enough to counter an annoying bloodlust spell, or to save you if you forget to cast MP).
-As a side note, it's about now that I really get angry at Mehul for lowering the effectiveness of homes...

At 5000 Acres

This is as far as I'm going on the thief/mage strat. Hope you enjoyed it!
-You want to have 35k elf lords (35 dpa)
-You want to have 35k thieves (7 tpa)
-17% population science
-Your draft should be at 58%
-I recommend the following buildings:
*45% homes
*20% guilds
*4% towers
*10% farms
*3% banks
*10% armouries
*4% guardstations
-Guilds staying at 20%...
-I dunno if the defense ratio is accurate or not. I suck at predicating dpa.
-From here on out, you can probably stop exploring... Keep up your dpa and tpa, plus your wizzie ratio, and have a great round!

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