Difference between revisions of "Economy"
From The Utopian Encyclopedia
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===Hourly Change=== | ===Hourly Change=== | ||
− | <b>Peasants Hourly Change =</b> (Current Peasants * ((Birth Rate + Love & Peace) * Race Bonus * [[Relations#Ending_A_War|EOWCF]] * Chastity - Storms)) + ([[Buildings#Homes|Homes bonus]] * Chastity ) - Drafted Soldiers - Wizards Trained | + | <b>Peasants Hourly Change =</b> (Current Peasants * ((Birth Rate + Love & Peace) * Race Bonus * [[Relations#Ending_A_War|EOWCF]] * Chastity - Storms)) + ([[Buildings#Homes|Homes bonus]] * Chastity) - Drafted Soldiers - Wizards Trained |
{{Mods}} | {{Mods}} |
Revision as of 20:58, 8 February 2023
Contents
Money
Gold Coin (1gc or $1) is Utopian Currency, the base of Utopian Economics.
Banks and population produce money, wizards could cast it from Tree of Gold.
Spend money on Exploration, Building, Training, Wages, Dragons or aid your teammates.
Raw Income
Raw Income = (3 * Employed Peasants) + (1 * Unemployed Peasants) + (0.75 * Prisoners) + Racial Gold Generation + (Banks * 25 * BE) + Miner's Mystique Gold Generation
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
Military Expenses = (((Def specs + Off specs )*0.5) + Elites * 0.75) * Wage Rate * Armouries Bonus * Race Mod * Personality Mod * max(Inspire Army , Hero's Inspiration) * Ritual * Greed * Bookkeeping Science Effect
Note
- Wages are not paid to basic soldiers
- Greed affects provinces as a wage penalty, not an income penalty
Population
Total Population
Raw Living Space = ((Built Land + Land in progress) * 25) + (Barren Land * 15) + (Homes * Homes Capacity) Mod Living Space = (((Raw Living Space - Homes Bonus) * Race Bonus) + Homes Bonus) * Population Science * Honor Population Bonus
Note
- Honor Bonuses are calculated as 1 + (Personality Mod * Honor Bonus)
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
Note
- Prisoners do not add to the population
Peasants
Hourly Change
Peasants Hourly Change = (Current Peasants * ((Birth Rate + Love & Peace) * Race Bonus * EOWCF * Chastity - Storms)) + (Homes bonus * Chastity) - Drafted Soldiers - Wizards Trained
Modifier Type | Active | Otherwise |
Love & Peace | 0.85% | 0 |
Storms | 1.5% | 0 |
Chastity | 0.5 | 1 |
Note
- Base birth rate is 2.05% and ranges from 1.9457% up to 2.1525% (± 5% of 2.05%)
- Base birth rate is increased to ~3% during Protection
- There must be enough population space for peasants to increase
- When a province is overpopulated, the number of peasants will decrease by 10% per tick
Employment
Available Jobs
Available Jobs = (Completed Buildings - Homes) * 25
Unfilled Jobs
Unfilled Jobs = MAX ( Available Jobs - Peasants - ROUNDDOWN( Prisoners / 2 ) , 0 )
Employed Peasants
Employed Peasants = MIN ( Peasants - Available Jobs - ROUNDDOWN ( Prisoners* / 2 ) )
Note
- Prisoners are included in the Employed Peasants calculation for Building Efficiency. Prisoners are not considered actual peasants, as they do not generate the same amount of gold as employed or unemployed peasants (they only generate 0.75 gold regardless of employment)
Unemployed Peasants
Unemployed Peasants = MIN(Peasants - Employed Peasants)
Employment Rate
Employment Rate = (Employed Peasants / Peasants) * 100