Difference between revisions of "Science: Obsolete and historical data"

From The Utopian Encyclopedia
Jump to: navigation, search
m
m
Line 2: Line 2:
 
=== Age 69 - Age 76 ===
 
=== Age 69 - Age 76 ===
 
*Age 69: The new science system is introduced.
 
*Age 69: The new science system is introduced.
*Age 70: Professors experience capped at 72 hours. Tools cap increased from 15% to 20%, housing and military cap from 10% to 15%, food from 100% to 200%, channeling from 100% to 125%. Additional scientist rank added: Recruit.
+
*Age 70: Professors experience capped at 72 hours (a maxed-out professor will provide ~624gc Networth). Tools cap increased from 15% to 20%, housing and military cap from 10% to 15%, food from 100% to 200%, channeling from 100% to 125%. Additional scientist rank added: Recruit.
 
*Age 71: Approximately +50% scientists will be required to reach maximum effects (see table below).
 
*Age 71: Approximately +50% scientists will be required to reach maximum effects (see table below).
 
*Age 71: Production Science maximum will be 120% (down from 200%) and it will increase both Food and Rune production.
 
*Age 71: Production Science maximum will be 120% (down from 200%) and it will increase both Food and Rune production.

Revision as of 15:46, 13 July 2018

Age 69 - Age 76

  • Age 69: The new science system is introduced.
  • Age 70: Professors experience capped at 72 hours (a maxed-out professor will provide ~624gc Networth). Tools cap increased from 15% to 20%, housing and military cap from 10% to 15%, food from 100% to 200%, channeling from 100% to 125%. Additional scientist rank added: Recruit.
  • Age 71: Approximately +50% scientists will be required to reach maximum effects (see table below).
  • Age 71: Production Science maximum will be 120% (down from 200%) and it will increase both Food and Rune production.
  • Age 72: Scientists are generated on a flat ratio (7.5%) similar to wizards instead of via RNG.
  • Age 73: Science will no longer have a hard maximum for all categories. Science will scale in a linear fashion up to the previously stated maximums as normal. Once this point is reached additional scientists will yield diminishing returns.
  • Age 74: Scientist experience will now show on the Science page and in the Spy on Sciences.
  • Age 76: Number of scientists required for soft cap in all categories is 35.

Old scientist multipliers and caps, during Age 76:

Science Category Effect Multiplier Soft Cap
Alchemy Income 0.428 30%
Tools Building Effectiveness 0.287 20%
Housing Population Limits 0.215 15%
Production Food & Rune Production 1.714 120%
Military Military Efficiency 0.215 15%
Crime Thievery Effectiveness 1.428 100%
Channeling Magic Effectiveness 1.785 125%

Old scientist multipliers and caps, Age 71 - Age 75:

Science Category Effect Multiplier Cap Scientist Cap
Alchemy Income 0.5 30% 30
Tools Building Effectiveness 0.33 20% 31
Housing Population Limits 0.2 15% 38
Production Food & Rune Production 2 120% 30
Military Military Efficiency 0.2 15% 38
Crime Thievery Effectiveness 1.65 100% 31
Channeling Magic Effectiveness 2 125% 32

Age ?? to Age 68

NOTE: These formulas apply to the old books system of science. In Age 69, books were replaced by scientists. From Ages ?? to 68 Science formulas worked as follows:

Science Effects

Books per Acre = Books / MAX(Acres,300)
Science Bonus = Race Mod * Personality Mod * Science Multiplier * SQRT( Books per Acre ) * Library Effect
Science Category Multiplier
Alchemy 1.4
Tools 1
Housing 0.65
Food 8
Military 0.52
Thievery 6
Channeling 6

Science Costs

Science Cost = Raw Cost (Table Below) * Race Mod * Schools Effect
Science Rate BPA GC / Book GC / Acre
No Research 0 0 0
Minimal 0.3 6 1.8
Limited 0.4 7 2.8
Sustained 0.5 9 4.5
Active 0.7 13 9.1
Focused 0.9 17 15.3
Accelerated 1.2 22 26.4
Intensive 1.5 27 40.5
Rushed 2.0 36 72.0
Extreme 3.0 50 150.0