So since you're new with this STICK with only one type and one type only.
Step two:
Pick a race.... You should pick a race that fits your strategy. In the guide to utopia are the advantages and
disadvantages of each race. Making them better suitable for one of the 3 races.
attack: orcs,avians, humans, dwarfs, undead
Thieve: halfling, faeries elves
Mage: Faery, elves,
step three:
Pick a personality.....
Pick personality that will either
1) increase the pros of a race of strat you play (mystic elf, halfling rogue etc..)
2) decrease the cons of your race/strat.. (dwarve sheppard)
The choice once again, must be in accordance to your strat..
If you have chosen rogue, stick with that.
Step four:
Buildings.. Decide what you want to build. Once you've hit the 1000 acres, the game really starts.
But you have to know what you want to built.
Not every building is suitable for every strategy.
For example. A thieve isn't going to attack. He'll only build defence and haves lot of thieves.
He won't need all the buildings used for attacks. No barracks, no hospitals, no stables.
So you MUST not build them. Use the buildings that will make you a better thieve. :
forts to defend you land, so you can build a smaller army and more thieves.NOTE:We used to have Guardstations.. They were better, but forts do the same tho not as good
Towers & guilds to cast CB
Schools to raise your tpa
homes for more people meaning more thieves.
Thieves den's for more stealth.
No watchtowers. Because you have a high TPA anyway.
NOTE AGAIN: WT have become much better than they used to be.. Having them can be usefull this age
* Iam not a thieve right now, so it's hard for me to give precise advice about that is *
BE SMART WITH WHAT YOU BUILD.
The effects of a building will kick in really good at 10% of your total land. And you don't have 160% land.
BUILD WHAT YOU NEED, DON'T BUILD WHAT YOU DON'T NEED
!!NOTE !! If you don't know what you need. Ask experienced players, they know what to do.
And on various websites are varies strategies to find.
step four:
The start... The start of the game is important and small changes will have big results. Imagine what big changes do:)
Basically what you have to do is: EXPLORE AND BUILD DEFENCE.
It sound incredibly boring and it is when you do it wrong.
Because it will take weeks/months to get to 1000 acres.
But if you do it right you should be able gain 60/70 acres a day.
But DO build defence, otherwise you'll lose the acres again and you'll have to start again.
Generally, build lots of banks, armouries. Money is hardest to get when you're small and you need it the most.
So save on you military and try to make as much money as possible
Build the cheap specialist till about 500 acres.
Once you start making more money start building the expensive elites.
step five:
1000 acres/ sci.pump... When you hit 1000 acres, build 25% universities.
Put all your money in sci the next 3 or 4 days. Alchemy and housing first, then war.
If you're thief or mage. Crime or Channeling. After that tools and food.
Once your satisfied with your sciences, rebuild you acres in the strat you've chosen in step 3 and you are on your way with a decent province that you can enjoy a lot.
STRATEGY FROM THE BEGINNING OF THE ROUND
STRATEGY FROM SOMEWHERE HALFWAY THE ROUND
Experience will do the rest. Some things can't be taught and you just have to learn the hardway.
There are rules, techniques and special strats you can do to grow even bigger. But you have to learn them by playing.