Difference between revisions of "User:Avenger"

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=Science: Obsolete and historical data=
 
  
=== Age 69 - Age 76 ===
 
*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 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:'''
 
{| cellpadding="4"
 
|-bgcolor="#dedeff"
 
| '''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:'''
 
{| cellpadding="4"
 
|-bgcolor="#dedeff"
 
| '''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'''
 
<b>Books per Acre =</b> Books / MAX(Acres,300)
 
 
<b>Science Bonus =</b> [[Race]] Mod * [[Personality]] Mod * Science Multiplier * ''SQRT''( Books per Acre ) * [[Exploring,_Construction_%26_Building_Formulas#Building_Effects|Library Effect]]
 
 
{| cellpadding="4"
 
|-bgcolor="#dedeff"
 
| '''Science Category''' || '''Multiplier'''
 
|-
 
| '''Alchemy''' || 1.4
 
|-
 
| '''Tools''' || 1
 
|-
 
| '''Housing''' || 0.65
 
|-
 
| '''Food''' || 8
 
|-
 
| '''Military''' || 0.52
 
|-
 
| '''Thievery''' || 6
 
|-
 
| '''Channeling''' || 6
 
|}
 
 
'''Science Costs'''
 
<b>Science Cost =</b> Raw Cost (''Table Below'') * [[Race]] Mod * [[Exploring,_Construction_%26_Building_Formulas#Effects_of_Buildings|Schools Effect]]
 
 
{| cellpadding="4"
 
|-bgcolor="#dedeff"
 
| '''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
 
|}
 
 
[[Science: Obsolete and historical data]]
 

Latest revision as of 17:46, 13 July 2018