Welcome

Welcome strategists. Here we will assemble the strategy of the kingdom and teach the newcomers how our kingdom works. You can find the subject of your interest by Topics on the right column or see the Lessons one by one ordered in a logical way to teach the newcomers. Working Together!

How to Structure a Kingdom


 Utopia is a game constructed over the past quarter of a century. The first MMORPG of the internet was constantly developed by hundreds of developers and thousands of players.

All this effort and time built a complex and balanced game which I consider one of the most beautiful games ever built.

Let´s start by talking about the collectivity of the KD, how each serves one or more functions within that KD, and in future texts we go into the uniqueness of the provinces and each of their functions for war.

The complexity of this game and its infinite possibilities allows us to create different kingdom formations. We can aim for a KD that have all kinds of tactical possibilities, trying to squeeze the best out of each race and game mechanics. It makes the KD more flexible, being able to deal with different situations, but also more complex. On other hand we can propose kingdoms with just two or three combinations of races, and have a simpler and more cohesive strategy.

I like to think the Kingdom as one single organism, with each part of that organism performing its function, so we can have provinces that specialize in producing a certain type of resource, making the kingdom's economy strongerand in addition, each province will have its role in the war against the enemy, making the best of each one's ability to conduct military missions, cast spells and perform thievery operations.

Any player in the utopia world is familiar with the idea of big T/Ms and attackers scattered across the kingdom, but finding the balance and the combination of races in each age for the kingdom to find that organicity is a graceful job.

Let´s first name the possible functions a province can have inside the KD.


Economical functions:

- major producer of some kind of resource: (gold, rune, food or soldier)


Thievery:

- Spy: a province that uses its stealth to mainly collect information

- Bandits: provinces that uses its stealth to rob resources, kidnap, night strike or any other common thievery operation

- Rogues: the shadow masters specialized in performing the most powerful operations


Magic:

- evocators: focused on instant spells like fireballs and tornadoes, and ideally nightmares

- summoners: focused on duration spells like chastity and blizzards, and ideally meteor showers

- clerics: a mage able to cast support magic on its allies


Military:

- chain squad: focused on take land of the enemy, specially of a chain target

- massacre/raze squad: a province that potentially uses part of its army for other tactics than take land

- cannon fodder: a province that due to some characteristic makes it a good target to be chained by the enemy

- turtles: an attacker who uses its elites including for defensive purposes, ideally making hits between the enemy waves, and allowing these provinces to stay on top massacring or collecting land from the enemy


Support:

- dragon slayer: a province always on the lookout for shooting down flying lizards

- Vault: a province very capable of keeping our resources safe from the enemy.


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