Utopia EOWCF Planner
Plan your training for the end-of-war ceasefire, tick by tick: peasants, drafting, gold, credits and buildings. Set the units you must have, let the rest go where you drag it, and compare your build with a planned one. Ops simulator
Paste your pages
On each game page select all (Ctrl+A), copy, and paste below, one page at a time. Each page is remembered in this browser for its province, so next time you only paste what changed. Nothing you paste is sent anywhere.
Your province now
Population & gold
Army
Totals include units away and units in training. Costs are the Military page's, so race and armouries are already in them.
Modifiers
Your efficiency now already has every bonus in it. The planner also needs it at full employment, because peasants filling or leaving jobs moves it every tick: efficiency = (1 + share of the jobs that need workers filled) ÷ 2 × efficiency at full employment. That figure is worked out from your Buildings council page, so race, personality, science and rituals are all in it. Without that page it is a guess from your race (Dwarves ×1.25, wiki) and Tools science. Type your own to override it.
Timing
Ceasefire & training
Drafting & credits
Specialist credits pay for off and def specs. Some races and personalities can also use them on thieves or elites: tick those if yours can. Unused credits are lost when the ceasefire ends.
Build
Construction
Buildings
Change the Planned column to try a build. Extra acres are razed (finished buildings first, then cancelled from what is in progress), and new ones start now.
Army goal
Lock the units you must have, as units per acre at the end of the ceasefire (for example 6.5 def specs per acre, 3 thieves per acre). Whatever soldiers and gold are left go to the unlocked units, shared by the sliders: dragging one takes from the others.
Result
Tick by tick
How it works
- A Utopian day is one tick, so the game's "per day" figures are per tick.
- Order of one tick: buildings finish, peasants are born, income and wages are paid, soldiers are drafted, and on the training tick the order is placed.
- The training order goes in once, at EOWCF end − training time, so every unit is home when the ceasefire ends. Gold earned after that tick cannot pay for it. Training is limited only by soldiers: if the order costs more than you have, gold goes below zero, which means you cannot afford that plan.
- Peasants, per the official Economy page: peasants × 2.05% × birth modifier × hospitals, ×11 (+1000%, at least 500 a tick) for the first 24 ticks of EOWCF, plus 0.3 per home, up to max population. Over max population they leave at 10% a tick. A province below half its max population when EOWCF starts gets 20% of max population at once.
- Max population is (built and in-progress acres × 25 + barren × 15 + homes × 10), times a factor fitted to the max population on your State page. That factor carries race, science and honour.
- Income is 3 per employed and 1 per unemployed peasant, 0.75 per prisoner and 25 per bank × building efficiency, times the bank bonus. It is then times a factor fitted to the income on your State page, which carries science, race, honour and active spells. Jobs are 25 per finished non-home building.
- Wages start from the wages on your State page, scaled by the wage rate you plan and by armouries. Units trained here finish at the end of the ceasefire, so they draw no wages within the plan.
- Drafting takes the draft speed of peasants each tick. Each soldier costs the Military page's price, which rises as your army grows (the wiki's draft-level formula) and falls with armouries. Drafting stops when gold runs out.
- Buildings work by the wiki's formula: base × efficiency × p × (100 − p), with p the share of land capped at 50%. No effect goes above 25 × base, so a high efficiency reaches the maximum with fewer acres. Today's effects are taken from your Buildings council page when you paste it. Banks give 1.5% income. Armouries give 2% lower wages and draft costs and 1.5% lower training costs. Training grounds give 1% shorter training. Hospitals give 2% higher birth rate.
- Assumed, not verified: a building credit pays one acre's normal construction or raze cost, with the extra for double speed paid in gold. A specialist credit pays for one unit.
- Not modelled: wizards trained by guilds, food, attacks, exploring and Paradise. Building efficiency here changes at once, while the game moves it gradually.
- Saved data is kept in this browser under one key,
utopiaPlanner: each province's most recent parsed pages and its plan.