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Posts: 2
(20-Jun-2003 at 07:24)
question pretty new genesis dwarf (rate me)

The Province of Some Random Province (##:#)
[http://www.utopiatemple.com Angel v1.44 Beta]

Utopian Date: March 24th, YR5
RL Date: June 20th, 2003 (##:## GMT)

Ruler Name: The Wealthy Sir Flip405
Personality & Race: The Merchant, Dwarf
Land: 621 Acres
Money: 110,696gc (28,788gc raw daily income)
Food: 214,958 bushels
Runes: 4,519 runes
Population: 17,379 citizens (27.99 per Acre)
Peasants: 9,139 (100% Employed)
Happy: b:100%, t:3.0gc, p:100%, m:100%
Trade Balance: -2,348gc (0% tax rate)
Networth: 75,968 (122.33 per Acre)
Thieves+Wizards+Science Networth: 4,687gc

Soldiers: 770 (45.8% estimated draft rate)
Axemen: 3,115 (12,460 offense points)
Archers: 3,614 (14,456 defense points)
Berserkers: 217 (1,302 offense and defense)
War-Horses: 0
Prisoners: 0

Total Modified Offense: 15,302 (24.64 per Acre)
Practical (25% elites): 14,324 (23.07 per Acre)
Total Modified Defense: 17,298 (27.86 per Acre)
Practical (75% elites): 16,974 (27.33 per Acre)

Thieves: 235 (0.38 per Acre / 87% Stealth)
Wizards: 289 (0.47 per Acre / 95% Mana)

Crystal-Ball on your province will show:
Max. Possible Thieves/Wizards: 710 (1.14 / Acre)
Estimated Thieves Number: 532 (0.86 per Acre)
Estimated Wizards Number: 169 (0.27 per Acre)

Buildings: 1,010gc to build, 505gc to raze
Away bonus: 45,695gc (12h) / 137,085gc (20h)

Science Intelligence on Some Random Province (##:#)
[http://www.utopiatemple.com Angel v1.44 Beta]

** Effects Summary (Known Science Only) **
+26.5% Income (7,839 points)
-42.3% Building Time (9,370 points)
+14.6% Population Limits (9,905 points)
+36.8% Food Production (4,135 points)
+0% Offensive Military Strength
+34.4% Thievery Effectiveness (4,173 points)
+29% Magic Effectiveness (3,272 points)

** Science Points in Progress **
Crime: 181 points in progress


Buildings Report of Some Random Province (##:#)
[http://www.utopiatemple.com Angel v1.44 Beta]

1. Farms: 93 (15%)
2. Armouries: 93 (15%)
3. Barracks: 155 (25%)
4. Banks: 93 (15%)
5. Hospitals: 93 (15%)
6. Guilds: 1 (0.2%)
7. Towers: 31 (5%)
8. Watchtowers: 62 (10%)

Total Land: 621 Acres (100% built)

** Effects Summary (Available Buildings Only) **
1. Produce 6,510 bushels per hour (8,138 with FL)
2. -26.2% training costs, elites: +30% in combat, 0.9 per hour
3. +12.5% offense bonus, -49.9% attack time
4. +30% to income, protect 60% of gold from thievery
5. -59.9% combat losses, +100% birth rate, 44.9% cure plague
6. Training about 0 wizards per hour
7. Produce 310 runes per hour
8. 30% catch enemy thieves, 49.9% identify them
#1  
View Public Profile Find more posts by Flipper405 Add Flipper405 to your Buddy List Reply with Quote
Posts: 85/91
(20-Jun-2003 at 07:45)
If you have only just come out of protection then that is quite a good province.
#2  
View Public Profile Find more posts by DarkLord123 Add DarkLord123 to your Buddy List Reply with Quote
Posts: 28/127
(20-Jun-2003 at 10:13)
I'd drop 5% hospitals for guilds.

You need to get your TPA up to 1 pretty quickly, otherwise not bad.

Me? Ruthless? Monarch? Whaaaa?
Stop an argument and get warning points. Go figure...
#3  
View Public Profile Find more posts by jorosar Add jorosar to your Buddy List Reply with Quote
Posts: 2
(20-Jun-2003 at 23:38)
hmm i actually went and cut all my armouries for guilds...
i'm in war right now so i'll elite pump after it's over
#4  
View Public Profile Find more posts by Flipper405 Add Flipper405 to your Buddy List Reply with Quote
Posts: 2
(29-Jun-2003 at 23:27)
question

--Updated--
pumped some sci, pumping elites now.
Will work on TPA, any other suggestions?

The Province of Some Random Province (##:##)
[http://www.utopiatemple.com Angel v1.45 Beta]

Utopian Date: June 17th, YR6
RL Date: June 29th, 2003 (##:## GMT)

Ruler Name: The Wealthy Sir Flip405
Personality & Race: The Merchant, Dwarf
Land: 739 Acres
Money: 873gc (35,885gc raw daily income)
Food: 322,260 bushels
Runes: 2,662 runes
Population: 21,535 citizens (29.14 per Acre)
Peasants: 11,243 (95% Employed)
Joyous: b:105%, t:3.2gc, p:100%, m:100%
Trade Balance: 413,633gc (0% tax rate)
Networth: 106,404 (143.98 per Acre)
Thieves+Wizards+Science Networth: 10,080gc

Soldiers: 0 (44.2% estimated draft rate)
Axemen: 3,810 (15,240 offense points)
Archers: 3,147 (12,588 defense points)
Berserkers: 2,421 (14,526 offense and defense)
War-Horses: 2 (up to 2 additional offense)
Prisoners: 0

Total Modified Offense: 29,768 (40.28 per Acre)
Practical (25% elites): 18,872 (25.54 per Acre)
Total Modified Defense: 27,114 (36.69 per Acre)
Practical (75% elites): 23,484 (31.78 per Acre)

Thieves: 150 (0.20 per Acre / 90% Stealth)
Wizards: 764 (1.03 per Acre / 50% Mana)

Crystal-Ball on your province will show:
Max. Possible Thieves/Wizards: 1,527 (2.07 / Acre)
Estimated Thieves Number: 1,145 (1.55 per Acre)
Estimated Wizards Number: 363 (0.49 per Acre)

Buildings: 1,070gc to build, 535gc to raze
Away bonus: 56,215gc (12h) / 168,645gc (20h)

Science Intelligence on Some Random Province (##:##)
[http://www.utopiatemple.com Angel v1.45 Beta]

** Effects Summary (Known Science Only) **
+40.7% Income (35,969 points)
-50.7% Building Time (26,074 points)
+20.3% Population Limits (34,555 points)
+77.8% Food Production (20,501 points)
+4.1% Offensive Military Strength (2,989 points)
+35.6% Thievery Effectiveness (4,354 points)
+36.8% Magic Effectiveness (4,545 points)

Buildings Report of Some Random Province (##:##)
[http://www.utopiatemple.com Angel v1.45 Beta]

1. Farms: 96 (13%)
2. Armouries: 222 (30%)
3. Banks: 148 (20%)
4. Guilds: 111 (15%)
5. Towers: 52 (7%)
6. Schools: 80 (10.8%) + 30 in progress (+4.1%)

Total Land: 739 Acres (95.9% built)
In Progress: 30 Acres (4.1%)
New Land: 41 Acres coming in

** Effects Summary (Available Buildings Only) **
1. Produce 6,720 bushels per hour (8,400 with FL)
2. -50% training costs, elites: +30% in combat, 2.2 per hour
3. +40.1% to income, protect 60% of gold from thievery
4. Training about 2.2 wizards per hour
5. Produce 520 runes per hour
6. Increase science maximum by 16.2%

** Effects Summary (Including Future Buildings) **
1. Produce 6,720 bushels per hour (8,400 with FL)
2. -49.8% training costs, elites: +30% in combat, 2.2 per hour
3. +37.9% to income, protect 60% of gold from thievery
4. Training about 2.2 wizards per hour
5. Produce 520 runes per hour
6. Increase science maximum by 21.2%
#5  
View Public Profile Find more posts by Flipper405 Add Flipper405 to your Buddy List Reply with Quote
Posts: 1/30
(06-Jul-2003 at 00:19)
whoa nice that's quite good
#6  
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