Difference between revisions of "Science Formulas"
From The Utopian Encyclopedia
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| '''Warfare''' || Tactics || Offensive Military Efficiency || 0.034 | | '''Warfare''' || Tactics || Offensive Military Efficiency || 0.034 | ||
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− | | '''Warfare''' || Valor || Reduced Military Train Time & Increased Dragon Slaying Strength || | + | | '''Warfare''' || Valor || Reduced Military Train Time & Increased Dragon Slaying Strength || 0.042 |
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| '''Warfare''' || Heroism || Draft Speed & Draft Costs Reduction || 0.034 | | '''Warfare''' || Heroism || Draft Speed & Draft Costs Reduction || 0.034 | ||
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| '''Arcane Arts''' || Cunning || Increased Thievery and Magic Instant Operation Damage || | | '''Arcane Arts''' || Cunning || Increased Thievery and Magic Instant Operation Damage || | ||
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− | | '''Arcane Arts''' || Invocation || Ritual Rune Cost Reduction || | + | | '''Arcane Arts''' || Invocation || Ritual Rune Cost Reduction || 0.042 |
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Revision as of 13:01, 11 October 2018
Contents
Science Categories, Types and Effects
Science Category | Type | Effect | Multiplier |
Economy | Alchemy | Income | 0.06 |
Economy | Tools | Building Effectiveness | 0.042 |
Economy | Housing | Population Limits | 0.025 |
Economy | Production | Food & Rune Production | 0.255 |
Economy | Bookkeeping | Wage Reduction | 0.05 |
Economy | Artisan | Construction Time Reduction | 0.034 |
Warfare | Strategy | Defensive Military Efficiency | 0.034 |
Warfare | Siege | Battle Gains | 0.03 |
Warfare | Tactics | Offensive Military Efficiency | 0.034 |
Warfare | Valor | Reduced Military Train Time & Increased Dragon Slaying Strength | 0.042 |
Warfare | Heroism | Draft Speed & Draft Costs Reduction | 0.034 |
Arcane Arts | Crime | Thievery Effectiveness | 0.152 |
Arcane Arts | Channeling | Magic Effectiveness | 0.187 |
Arcane Arts | Shielding | Reduced Damage from Enemy Thievery and Magic Instant Operations | |
Arcane Arts | Cunning | Increased Thievery and Magic Instant Operation Damage | |
Arcane Arts | Invocation | Ritual Rune Cost Reduction | 0.042 |
Science Bonus = SQRT( # of Books in Type ) * Science Multiplier * Race Mod * Personality Mod * Amnesia Effect * Learn Effect
Scientists and Books
- Each province starts with a set number of scientists assigned to the three science Categories (Economy, Warfare, Arcane Arts).
- Scientists start out as Recruits, then as they progress they provide incrementally greater benefits with each progression.
- Scientist experience is based on how many books they have produced in that category.
- Scientists have no networth value.
- Scientists can be re-assigned at any time, but revert to Recruit level when doing so.
- Every tick each province builds progress towards a new scientist. Laboratories increase the rate of this progress.
- Scientists produce a set number of books each tick in the Category they are allocated (Economy, Warfare, Arcane Arts), based on their rank. Schools increase this effect, but only in a single Category selected with a drop-down menu.
- Books can be allocated to any science Type within the Category they have been produced.
- Allocated books go into effect instantly.
Scientists Spawn Rate = X * Race Mod * Laboratories Effect * Revelation Mod
Rank | Experience | Books Produced |
Recruit | 0-2399 | 100 |
Novice | 2400-14399 | 200 |
Graduate | 14400-47999 | 400 |
Professor | 48000+ | 700 |
Science Networth
Each book is worth X points of networth.
Obsolete and historical data - saved for reference
Historical information on science systems and formulas can be found here: Science: Obsolete and historical data
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