Welcome to The Kingdom of Dunemarch, The Desert Empire (8:6)
We are excited to have new recruits, as you have seen, currently our KD is short staffed.
Alas My Lady, we do have some simple rules to follow as they are posted on the front page when you first enter the KD. And thus looking over your province and taken into account that we know not of you, we have many questions that need to be asked in order to help you have the best experience with your current setup.
I ask that you do not stay inactive for longer than necessary as we want casual or better activity within our KD. Just before you joined our desert Utopia, I unfortunately had to get rid of 6 neglected provinces into oblivion.
Let's move on though.
You picked a nice race. Dark Elves are easy to take charge of and to understand, especially for beginners. Which brings me to the first question, how much experience do you have playing utopia?
I see you have chosen to be a heretic personality aswell. However picking heretic personality with DE has me slightly concerned as to your role in the kingdom. Are you going to be a A/m or A/t, M/T? What?
This will help me to understand your personal goal and set up a personal build just for you.
Note: This is merely a guide. It's entirely up to you how you run your province in the end.
Unfortunately, as I dig through multiple forums I find no builds for such a combination from the old veterans. So with that in mind, let's look at the pros and cons of being a Dark Elf and see if we can discover something useful to build upon.
Dark Elves
Subterranean counterpart of the Elves, the Dark Elves are also known for their magical abilities and are evil individuals that like suffering and pain. Their hostile underground environment has allowed the Dark Elves to develop special offensive maneuvers, their offensive spells are more efficient than average, as well as resisting enemy magic!
First, here are the complete stats for Dark Elf taken from Uto's Wikipedia.
- No Rune Cost (excluding Ritual)
- +10% Magic Effectiveness (WPA)
- Can Train Thieves with Specialist Credits
Unique Spells:
Blizzard, Guile, Invisibility, Mage's Fury
- +25% Exploration Costs
- +25% Military Wages
Soldier - 3/0, 0.75nw
Offensive Specialist - 12/0, 4.8nw
Defensive Specialist - 0/10, 5.0nw
Elite Unit - 10/10, 1050gc, 8.0nw
Mercenary - 8/0, 0nw
Prisoner - 8/0, 1.6nw
War Horse - 2/0, 0.6nw
Already I am liking this race for Attack mage combo. However those military wages are a concern especially during a war and aggressive kingdom stance.
I am going to recommend stay away from creating elites and focus on the regular specialist. If during a war, in worst case scenario, they so decide to chain hit you and thus become overpopulated, you can kiss those elite soldiers good-bye and that seems like a pitiful waste of investment. Besides elites gets promoted after traditional conquests.
What isn't mentioned in the wiki, is that dark elves are stunted in population growth, so sufficient hospitals will be a must have to counter that. More on this later.
Next is the heretic personality stats:
+20% Instant Spell Damage
+20% Sabotage Damage
+50% Wizard Production
-50% Thief Losses
+15% Channeling Science Efficiency
+10% Crime Science Efficiency
Access to Fool's Gold, Nightmares
Starts with +400 Wizards and +400 Thieves
With this combo of DE/Heretic I am starting to get a feel that a T/M would be best here although in recent times not so common to see. Something to think about as A/M or A/T might shut you down completely during war.
And here again I think, what is your ultimate role?
If I were to be a dark elf, and if I'm not being chained down, i always put some new land into banks to train faster.
Farms, banks and barracks(rax) are a must and Training grounds(TG) for offense if your going for Attacker role with magic and or thief combo however doing all three can be complicated even for the nerdy uto veterans. But if attacker is not your thing, then forget about TGs and focus on Def and high TPA for thievery defense only.
Again I remind you, stay away from training elites. It's too costly for a DE especially during major conflicts. So with that in mind, don't be hesitant to ask for GC from other KD mates and state your reasons and we'll do what we can. Otherwise hold strong till help arrives.
I can't say much about what is correct and what is not for building any provinces. It's always different every age and the experience is different each time. So experiment in accordance with what you have picked and get to know your race/personality stats.
Also, don't be shy to look around in various forums for advice from other uto players and ask for advice too.
In another aspect, what good does being an attacker as DE benifit if the elites are more towards DEF spec.
Personally, considering all the above and more that I haven't spoken on yet, and lack of knowledge thereof as to what you want to do, here is my generalized build setup for your province.
NOTE: this of course is not the complete 100% of build but some general key factors on what I think would be necessary for your kind.
Let's emphasize the good points of both worlds for DE and heretic.
Right now we're not going to enter any wars with other kingdoms. I don't think we have the necessary amount of provinces and activity in our ghetto KD.
Don't be afraid to tweak these. Experiment and trust yourself.
Homes - Who uses homes still as an attacker? We won't do that otherwise, let's do 20% but if you are attacker then replace homes with hospitals.
Farms - Minimum 8% but recommend 10% coming out of protection, add Fertile Lands spells can give you the advantage you need since science books will be scarce in the beginning. Have at least 50% food science as well.
Guilds - 20%, IMO, this would be minimum. This will increase your WPA which will help your defense against magic attacks.
Banks - 15-20%, again this is minimum. As DE you will have a disadvantage to training, so banks is important and must have.
Armories! - Those draft and training costs are a doozy being an DE. Let's rack this up to 20% during pump stages. During wartime, if you choose to be an attacker also, then raze down the Armories and build Training Grounds otherwise you can lower this down to 15% and focus it somewhere else such as thieves guild or regular guilds for WPA.
Watch Towers - As a thief or mage or both, you'll be targeted from others of the same category as your races tend to be good farms for recourses. I'll personally go with 15% here.
Well that is all I can say for now.
This is just a small general guide for your race and personality specifically. I'm Still missing info on this race.
Remember that your province is on you. We'll (the stewards and I) be keeping a close eye on your build and events made on the whole KD as time progresses.
May the sand dunes swallow our enemies.
Sincerely your benevolent merciful and ruthless King, UKW