Difference between revisions of "Economy"
From The Utopian Encyclopedia
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| '''Race Modifier: [[Race#Humans|Human]]''' || 1.25 || 1 | | '''Race Modifier: [[Race#Humans|Human]]''' || 1.25 || 1 | ||
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− | | '''Personality Mod: [[Personality#The_Merchant|Merchant]]''' || 1. | + | | '''Personality Mod: [[Personality#The_Merchant|Merchant]]''' || 1.30|| 1 |
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| '''Monarchy''' || 1.1 || 1 | | '''Monarchy''' || 1.1 || 1 | ||
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===Military Expenses / Wages=== | ===Military Expenses / Wages=== |
Revision as of 15:11, 1 November 2010
Contents
Money
Raw Income
Raw Income = [(2.25*Employed Peasants) + (0.75*Unemployed Peasants) + (0.5*Prisoners) + (Banks*25*BE)]
Modified Total Income
Modified Income = Raw Income * Plague * Riots * Bank % Bonus * Income Sci * Honor Income Mod * Race Mod * Personality Modifier * Monarchy * Dragon
Modifier Type | Active | Otherwise |
Plague modifier | 0.85 | 1 (or if Personality = Merchant) |
Riots modifier | 0.8 | 1 (or if Personality = Merchant) |
Race Modifier: Human | 1.25 | 1 |
Personality Mod: Merchant | 1.30 | 1 |
Monarchy | 1.1 | 1 |
Dragon | 0.9 | 1 |
Honor Income Bonus | Check Table |
Military Expenses / Wages
Military Expenses = ((Def specs + Off specs + Elites)*0.5) * Wage Rate * Arms Bonus * Race Bonus * Inspire Army * Greed * Stance
Modifier Type | Active | Otherwise |
Race Mod: Elf | 0.5 | 1 (unless DE) |
Race Mod: Dark Elf | 1.25 | 1 (unless Elf) |
Inspire Army | 0.85 | 1 |
Greed | 1.25 | 1 |
Aggressive Stance | 1.15 | 1 |
Note
- Wages are not paid to basic soldiers.
- Greed affects Merchants as a wage penalty, not an income penalty
Population
Total Population
Raw Living Space = (Built Land * 25) + (Barren Land * 15) + (Homes * Homes Mod) Mod Living Space = Raw Living Space * Population Science * Honor Population Bonus * Race Bonus
Modifier Type | Active | Otherwise |
Race: Gnome | 1.15 | 1 |
Honor Population Bonus | Check Table |
Current Population
Current Population = Peasants + Soldiers + Off Specs + Def Specs + Elites + Troops 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 - Drafted Soldiers - Wizards Trained
- There must be enough living space for peasants to increase
- When a province is overpopulated, the number of peasants will decrease by 7% per hour change.
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)))
Unemployed Peasants
Unemployed Peasants = Peasants - Employed Peasants
Employment Rate
Employment Rate = (Employed Peasants / Peasants) * 100