Growth

The growth page is where you can order buildings to be built. At the top of the page you can also see how much it costs to build, how much land is barren, the total amount you can build based on how many building credits and gold coins you have, construction time, cost to destroy (raze) acres, building credits, and the total amount of buildings you can destroy.

At the bottom is the option to use Accelerate Construction and Use Building Credits. Accelerating construction doubles any resource you use to build your acres. When you use your Building Credits, it will not cost you any gold coins to build your acres.

In order to destroy your buildings, you have to select the tab at the top. You may also cancel any buildings already in progress by going to the cancel tab.

Types of Buildings
Capacity Buildings - These buildings simply create space for you, and are not impacted by efficiency issues. Homes, for example, provide additional space for peasants.

Flat Rate Buildings - This type of building provides a set amount of a particular resource. These buildings need many employees to be fully effective. An example is a Tower which creates a set number of runes each day.

Percentage-based Buildings - The majority of Utopian buildings are percentage-based. These buildings provide an effect based on the portion of your land covered by it. For example, having 10% of your land as Banks will increase your income by a certain percentage. Like flat-rate buildings, these also require employees to provide full effects. In addition, each additional building you construct will be less effective. The numbers listed in this section would be for the first building you construct. Your Internal Affairs Advisor will help you to understand the benefits of your land. Unless otherwise specified, these buildings have a maximum effect of 25 times the number listed below. With normal building efficiency, this maximum is reached by dedicating 50% of your land to that building.

Construction Time
Construction Time = 16 * Racial Mod * Personality Mod * Builders Boon * Double Speed * Expedient Ritual Mod * Artisan Science Mod

Construction Costs
Construction Costs = 2/31 * (land + 11600) * Race Mod * Mills Mod * Double Speed * Expedient Ritual Mod * Artisan Science Mod

Raze Costs
Raze Costs = (350 + (0.0625 * Total land)) * Artisan Science Mod

Building Efficiency
Available Workers       =  Peasants + ROUNDDOWN ( Prisoners / 2 )

Optimal Workers          =  ROUNDDOWN ( Total Jobs * 0.67 )

% Jobs Performed       =  MIN ( Available Workers / Optimal Workers , 1 )

Building Efficiency      =  (0.5 * (1 + % Jobs Performed)) * Race * Personality * Tools Science * Dragon * Blizzard


 * The "Current Available Workers" value, provided by the Internal Affairs Adviser page, already takes prisoners into account.
 * Building Efficiency affects all Flat Rate and Percentage-Based buildings.
 * Building Efficiency has NO effect on Capacity component of Capacity Buildings as well as Laboratories.
 * Changes in Building Efficiency take effect gradually.

Building Effects
Percentage Based Buildings = Base Effect * BE * MIN(50%, % of building) * (100% - MIN(50%, % of building))

Flat Rate Buildings = Base Effect * Number of Buildings * BE


 * In general, the Max Effect of a %-Based Building is 25 x Base Effect (exceptions apply, refer to table)
 * If your BE is less than 100%, the effect you would have with 50% of that building is the maximum.
 * If you have less than 100% BE, additional buildings past 50% will have no effect.

Retired Buildings

 * Shipyards: 1.5% chance of creating a boat, holds 5 boats per shipyard. 1 boat was needed per 100 troops sent to attack someone on another island.
 * Taverns: Lowered Draft costs and Mercenary costs.
 * Plazas: Employed extra Peasants.
 * Strongholds: Increased OME (now Training Grounds).
 * Mines: Produced a certain number of gold per acre.
 * Schools: Increase production of Science Books.