• Utopia Kingdoms
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Attacking

On attacking a castle, the attacker will first fight only the defender's army - if the attacker wins, he will then fight any reinforcements at that castle. Once the attacker has defeated all opposition, or in the event of a draw, he may steal resources. Note that if a player sends more than 3 active attacks to the same player, additional attacks will cost 2000 food each. Players may also only attack other players within a 3 level range - i.e., a level 6 player could attack players of level 3-9.


Unit Statistics

All units have a set of statistics that will affect them in battle - some of these statistics can be improved by researching unit upgrades from the Training Grounds, and attacks may also be improved by applying motivations - see the Premium Features page for more information. The full set of statistics include the following:

  • Power against Infantry
  • Power against Cavalry
  • Power against Archers
  • Power against Buildings - note, only the Wall is counted as a building here - destroying levels of other buildings is instead calculated as a chance, at the beginning of each battle
  • Power against Wizards
  • Speed - time (in minutes) it takes for a unit to pass through one square of the map - larger numbers are slower units
  • Health - total life of the unit
  • Range - range from which a unit may attack

Note that if the attacker is of a higher level than the defender, the defender will receive a 5% bonus to their defender skill, for each extra level of the attacker. E.g., if an attacker is level 8, and defender is level 5, the defender receives a bonus of (8 - 5) * 5% = 15% to their "Defender" skill.


The Wall

If the enemy's castle has a Wall, your units must first destroy it, before engaging the enemy's troops as normal. When attacking a wall, all your units will group together to tear it down. For example, if a wall has 5,000 health, and you have 75 Shortbowmen and 25 Crossbowmen - all able to do 20 damage each to the wall, you will do 1,500 + 500 = 2,000 damage total per round. Therefore, in this example, it will take three rounds to destroy the wall - and each round it is alive, the wall will be dealing damage to your units. The Wall will be rebuilt after each battle, unless your Stormcallers or Fireslingers randomly destroy one of its levels.


Attack Formation

Each unit has a strictly defined place on the battlefield - and it is left to you to decide this place. You may arrange your army in different formations under the "Army" menu using the "Army Order" option, and then save up to 10 of these formations for easy access when you need them. You may also select a default attack formation, to be used by your army when you are offline.

Each basic formation has 4 rows - the rows are the order in which your army will encounter the enemy. If you are defending and have a wall you will essentially have 5 rows - as the first row will always be the wall - though you will not see this on the formation page. If you leave front rows empty, the game will instead treat the first row with units as your first battle row - i.e., leaving the initial rows empty as a way to delay the enemy or keep your units from harm, will not work. However, having units in the first and third rows but leaving the second empty is a valid tactic - though it will mean that all enemy fire will be directed toward the units they can reach - which will often mean heavy casualties for your front row. Note, on range - if a unit has a range of 4, and you place it in the second row of your formation, assuming there is no wall, your unit will be able to attack the 1st, 2nd, and 3rd of the enemy's rows - i.e., your unit will first need to fire over the heads of your front row. Once your front row is destroyed, your second row will then be able to reach the 4th enemy row.

When your units attack, if you have a great number of a particular unit type, they will divide themselves into smaller groups and attack different parts of the enemy's army - allowing them to hit multiple targets at once. This is not something you need to worry about - it will happen automatically. For example, you may have a group of 800 archers - they could possibly then divide into groups of 200, 150, 230, and 220, and attack different enemy units. The wall is the only exception to this rule - the wall will hit only one specific unit of the enemy army, chosen at random from all units in the 1st, 2nd, and 3rd rows.


Attack Order

Each unit type has a certain order in which it attacks, per round - as follows:

  1. Wizards
  2. Archers and Walls
  3. Cavalry
  4. Infantry

Therefore, if you have wizards, they will be able to attack a wall before the wall has a chance to injure the rest of your army. Note, you must have a minimum of 500 units of population already in a march, before you can add wizards to it.


Archer Accuracy

If a group of your archers attack a certain enemy unit - for example unit 5 in the diagram, it is likely that not all archers in that group will hit their target. A small number of archers may accidentally hit some of the surrounding squares on the battlefield - i.e., 1, 2, 3, 4, 6, 7, 8, or 9. If any of these squares have no enemy units, the archer's attacks will be wasted - but if these squares have enemy units, the archer's attacks will function as is normal for the unit type in that square.


Wizard Chance to Destroy Buildings

Wizards have a chance to destroy enemy buildings in battle - Fireslingers have a 0.03% chance do destroy one level of one building, and Stormcallers have a 0.05% chance of the same. The maximum possible chance to destroy one level of one building is 50%. However, there are exceptions to this rule:

  • If a building is below level 5, no further levels may be destroyed
  • If a building is currently constructing a new level, it may not be destroyed

It is possible to increase the chance your wizards have of destroying a building by motivating them - see the Premium Features page for more information.


Example Battle

Presented here is a step-by-step breakdown of a battle, as it would occur in-game. Note that you can simulate battles before attempting them in reality - see the information on the Battle Simulator for more information. First, you will see a battle summary/report, detailing the names, levels, and coordinates of both the attacker and defender. This summary also shows the relevant levels of the players' skills. It is important to note that if your army was unable to survive more than one round against the enemy, you will receive no battle report!

Presented on the report is a table showing any units that have fled the battlefield - this is influenced by the War Hero skill. In the worst possible scenario, up to 40% of an army may desert and return to the castle - the War Hero skill is therefore a very valuable property to enhance.

The battle then begins - you will see the attacker and defender armies laid out, with the wall between them - if it exists. Mousing over a unit will give you information on the number of units in that group, and its statistics. You will also see the bonuses given by any special units remaining on the field. Some bonuses are in place at the beginning of each round, and others are activated only at the end - for example, special units with healing skills activate their bonuses at the end of the round, whereas special units giving bonuses to different unit classes will have their bonuses applied immediately. After the round you get a detailed analysis displaying where each unit hit, and how effective they were.

Next, you will get a chart displaying healed units. If you have levels in the Healer skill, you may heal some of your wounded after the round. You may only revive units that you have lost in that battle. Certain special units increase your chance to heal units after battle.

There are a maximum of 12 rounds in any battle. At the end of the battle you can see how many units the victor is left with - or how many units remain on both sides, in the case of a draw. You are also shown the quantity of resources left after the battle that may be scavenged, and the experience gained by both players.

If there are surviving Noblemen after the battle, and the required conditions are met for conquering a player's castle (see the Settlements page for more information), you will be able to reduce the loyalty in the enemy player's castle by a calculated amount. If the loyalty in that castle then reaches 0, you may conquer it - this will all be displayed at the end of the report.

Game moments

This is your barracks - 23 different war units are available to you, each with unique strengths and weaknesses.