Your province runs on two things: gold and people. Peasants and banks earn your gold, your army costs gold to keep, and your land only has room for so many people. This page explains how each part works, then lists every formula.
In short
- Gold coin (1gc or $1) is the money of Utopia. You spend it on exploring, building, training, wages, dragons, and aid to teammates.
- Employed peasants pay the most gold. Each building except a home gives 25 jobs.
- Your army costs wages every hour. Basic soldiers are free.
- Your land limits your population. If you are overpopulated, peasants shrink by 10% each tick.
- Prisoners do not count towards your population.
How money works
The Gold Coin (1gc or $1) is Utopian currency, the base of the game's economy.
Money in
Peasants and banks produce gold. Wizards can also cast it with Tree of Gold. Employed peasants pay 3 gold each, unemployed peasants 1, and prisoners 0.75 whether or not they have a job. Each bank adds 25 gold, scaled by Building Efficiency (BE). The result is your raw income, which then goes through a chain of modifiers such as the Plague, riots, science, honor, your race and personality, dragons and rituals.
Money out
Spend gold on exploration, building, training, wages, dragons, or aid to your teammates. Wages are the running cost of your military. Specialist troops cost 0.5 each and elites 0.75 each per wage rate. Wages are not paid to basic soldiers. Greed hits a province as a wage penalty, not an income penalty.
How population works
Living space
Your land sets how many people you can hold. Built land, including land under construction, houses 25 each, barren land houses 15 each, and homes hold their own capacity. Race, Population science and honor then modify the total. Honor bonuses are calculated as 1 + (Personality Mod * Honor Bonus).
Your current population is your peasants plus all your military, including units in training, thieves and wizards. Prisoners do not add to the population.
Peasants
Peasants grow each hour by a birth rate. The base rate is 2.05%, and it varies from 1.9457% up to 2.1525% (5% either side of 2.05%). During Protection the base rate rises to about 3%.
- Peasants only grow while there is enough living space for them.
- When a province is overpopulated, peasants decrease by 10% per tick.
- Drafted soldiers and wizards trained leave the peasant pool.
- Love & Peace adds to growth. Storms subtract from it. Chastity halves it. The Formulas section has the values.
Jobs and employment
Every completed building except a home offers 25 jobs. Peasants fill jobs first, and each employed peasant pays 3 gold. Peasants without a job pay 1 gold.
Half your prisoners, rounded down, also take up jobs. Prisoners count as employed when working out Building Efficiency. They are not actual peasants, and they only generate 0.75 gold whether or not they have a job.
Formulas
Numbers last updated 27 Sep 2026.
Income
Raw income adds up what your people and banks make before any modifiers.
Raw Income
Modified income multiplies raw income by each modifier.
Modified Total Income
Modified Income = Raw Income * Plague * Riots * Bank % Bonus * Income Sci * Honor Income Mod * Race Mod * Personality Mod * Dragon * Ritual
Military expenses / wages
Wages are charged on specialists at 0.5 each and elites at 0.75 each, then multiplied by every modifier below. Basic soldiers are not paid. Greed acts as a wage penalty, not an income penalty.
Military Expenses / Wages
Living space and population
Living space is what your land can hold, first raw, then modified by race, science and honor. Honor bonuses are calculated as 1 + (Personality Mod * Honor Bonus).
Total Population
Raw Living Space = ((Built Land + Land in progress) * 25) + (Barren Land * 15) + (Homes * Homes Capacity) Mod Living Space = Raw Living Space * Race Bonus * Population Science * Honor Population Bonus
Current population is everyone who lives in your province. Prisoners do not add to the population.
Current Population
Current Population = Peasants + Soldiers + Off Specs + Off Specs in Training + Def Specs + Def Specs in Training
+ Elites + Elites in Training + Thieves + Thieves in Training + Wizards
Peasant growth
Each hour your peasants change by births, minus those you draft or train as wizards. Growth needs free living space.
Hourly Change
| Modifier type | Active | Otherwise |
|---|---|---|
| Love & Peace | 0.85% | 0 |
| Storms | 1.5% | 0 |
| Chastity | 0.5 | 1 |
Numbers last updated 27 Sep 2026. Changed? Help keep it current.
Numbers last updated 27 Sep 2026.
Jobs and employment
Buildings other than homes give 25 jobs each.
Available Jobs
Unfilled jobs are the jobs left after peasants and half your prisoners have taken theirs.
Unfilled Jobs
Unfilled Jobs = MAX ( Available Jobs - Peasants - ROUNDDOWN( Prisoners / 2 ) , 0 )
Employed peasants are the peasants who have a job.
Employed Peasants
Employed Peasants = MIN ( Peasants , Available Jobs - (ROUNDDOWN ( Prisoners* / 2 )) )
Unemployed peasants are the peasants left without a job.
Unemployed Peasants
Unemployed Peasants = MIN(Peasants - Employed Peasants)
Employment rate is the share of your peasants that have a job.