Difference between revisions of "Exploring, Construction & Building Formulas"
From The Utopian Encyclopedia
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==Construction== | ==Construction== | ||
===Construction Time=== | ===Construction Time=== | ||
− | <b>Construction Time =</b> 16 * Racial Mod * Builders Boon * Double Speed * Expedient Ritual Mod * Artisan Science Mod | + | <b>Construction Time =</b> 16 * Racial Mod * Personality Mod * Builders Boon * Double Speed * Expedient Ritual Mod * Artisan Science Mod |
{{Mods}} | {{Mods}} | ||
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| '''[[Ritual|Expedient Ritual]]''' || 0.8 (if at 100% efficiency) || 1 | | '''[[Ritual|Expedient Ritual]]''' || 0.8 (if at 100% efficiency) || 1 | ||
|- | |- | ||
− | | ''' | + | | '''Personality: [[Personality#The_artisan|Artisan]]''' || 0.5 || 1 |
|} | |} | ||
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| '''Double Speed''' || 2 || 1 | | '''Double Speed''' || 2 || 1 | ||
|- | |- | ||
− | | ''' | + | | '''Race: Dwarf''' || 0.5 || 1 |
|- | |- | ||
| '''[[Ritual|Expedient Ritual]]''' || 0.75 (if at 100% efficiency) || 1 | | '''[[Ritual|Expedient Ritual]]''' || 0.75 (if at 100% efficiency) || 1 | ||
− | |||
|} | |} | ||
+ | ===Raze Costs=== | ||
+ | <b>Raze Costs =</b> 350 + (0.0625 * Total land) | ||
{{Mods}} | {{Mods}} | ||
− | | '''Race: [[Race#Dwarves|Dwarf]] | + | | '''Race: [[Race#Dwarves|Dwarf]]''' || 0.5 || 1 |
− | |||
− | |||
|} | |} | ||
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− | |||
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==Buildings== | ==Buildings== | ||
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<b>Optimal Workers = </b> ''ROUNDDOWN'' ( Total Jobs * 0.67 ) | <b>Optimal Workers = </b> ''ROUNDDOWN'' ( Total Jobs * 0.67 ) | ||
− | + | <b>% Jobs Performed = </b> ''MIN'' ( Available Workers / Optimal Workers '','' 1 ) | |
<b>Building Efficiency = </b> (0.5 * (1 + % Jobs Performed)) * Race * Personality * Tools Science * Dragon * Blizzard | <b>Building Efficiency = </b> (0.5 * (1 + % Jobs Performed)) * Race * Personality * Tools Science * Dragon * Blizzard | ||
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{{Mods}} | {{Mods}} | ||
|- | |- | ||
− | | '''Race: [[Race#Dwarves|Dwarf]]''' || 1. | + | | '''Race: [[Race#Dwarves|Dwarf]]''' || 1.25 || 1 |
|- | |- | ||
| '''Dragon: [[Dragons#Gold|Gold]]''' || 0.75 || 1 | | '''Dragon: [[Dragons#Gold|Gold]]''' || 0.75 || 1 | ||
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| | | | ||
| 4% | | 4% | ||
− | | | + | | 100% |
| 35 | | 35 | ||
| 0 | | 0 | ||
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| | | | ||
| | | | ||
− | | | + | | 2.5% |
− | | | + | | 62.5% |
| 25 | | 25 | ||
| 25 | | 25 | ||
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! {{LightGreenCell}}|Stables | ! {{LightGreenCell}}|Stables | ||
| 80 Horses | | 80 Horses | ||
− | | | + | | 3 Horses |
| | | | ||
| | | | ||
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|- bgcolor=#f9fafb | |- bgcolor=#f9fafb | ||
! {{LightGreenCell}}|Dungeons | ! {{LightGreenCell}}|Dungeons | ||
− | | | + | | 40 Prisoners |
| | | | ||
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Revision as of 01:50, 29 September 2019
Contents
Construction
Construction Time
Construction Time = 16 * Racial Mod * Personality Mod * Builders Boon * Double Speed * Expedient Ritual Mod * Artisan Science Mod
Modifier Type | Active | Otherwise |
Builders Boon | 0.75 | 1 |
Double Speed | 0.5 | 1 |
Double Speed in Protection | 0.75 | 1 |
Expedient Ritual | 0.8 (if at 100% efficiency) | 1 |
Personality: Artisan | 0.5 | 1 |
Construction Costs
Construction Costs = 2/31 * (land + 11600) * Race Mod * Mills Mod * Double Speed * Expedient Ritual Mod * Artisan Science Mod
Modifier Type | Active | Otherwise |
Double Speed | 2 | 1 |
Race: Dwarf | 0.5 | 1 |
Expedient Ritual | 0.75 (if at 100% efficiency) | 1 |
Raze Costs
Raze Costs = 350 + (0.0625 * Total land)
Modifier Type | Active | Otherwise |
Race: Dwarf | 0.5 | 1 |
Buildings
Building Efficiency
Available Workers = Peasants + ROUNDDOWN ( Prisoners / 2 ) Optimal Workers = ROUNDDOWN ( Total Jobs * 0.67 ) % Jobs Performed = MIN ( Available Workers / Optimal Workers , 1 ) Building Efficiency = (0.5 * (1 + % Jobs Performed)) * Race * Personality * Tools Science * Dragon * Blizzard
- The "Current Available Workers" value, provided by the Internal Affairs Adviser page, already takes prisoners into account.
- Building Efficiency affects all Flat Rate and Percentage-Based buildings.
- Building Efficiency has NO effect on Capacity component of Capacity Buildings as well as Laboratories.
- Changes in Building Efficiency take effect gradually.
Modifier Type | Active | Otherwise |
Race: Dwarf | 1.25 | 1 |
Dragon: Gold | 0.75 | 1 |
Spell: Blizzard | 0.9 | 1 |
Building Effects
Percentage Based Buildings = Base Effect * BE * MIN(50%, % of building) * (100% - MIN(50%, % of building)) Flat Rate Buildings = Base Effect * Number of Buildings * BE
- In general, the Max Effect of a %-Based Building is 25 x Base Effect (exceptions apply, refer to table)
- If your BE is less than 100%, the effect you would have with 50% of that building is the maximum.
- If you have less than 100% BE, additional buildings past 50% will have no effect.
Build Table
Note: Capacity of buildings is not affected by Building Efficiency (i.e., Homes, Stables, Dungeons can hold the specified number regardless of BE).
Building | Capacity | Flat Rate Base | Percent Base Effect | Percent Max | Living Space | Jobs | Description |
---|---|---|---|---|---|---|---|
Barren Land | 15 People | 2 Bushels | 15 | 0 | Houses 15 people and Produces 2 bushels per hour (Unaffected by BE) | ||
Homes | 10 People | 4% | 100% | 35 | 0 | Houses 35 people and Increases Birth Rate | |
Farms | 70 Bushels | 25 | 25 | Produces 70 bushels per day | |||
Mills | 4% 3% 2% |
100% 75% 50% |
25 | 25 | Decreases Build Costs (Max of 100%) Decreases Gold Exploration Costs Decreases Soldier Exploration Costs | ||
Banks | 25gc | 1.25% | 31.25% | 25 | 25 | Produces 25gc per day Increase in Income | |
Training Grounds | 1.5% | 37.5% | 25 | 25 | Increases Offensive Military Efficiency | ||
Armouries | 2% 2% 1.5% |
50% 50% 37.5% |
25 | 25 | Decreases Draft Costs Reduction of Wages Decreases Training Costs | ||
Military Barracks | 1.5% | 37.5% | 25 | 25 | Lowers Attack Time | ||
Forts | 2.0% | 37.5% | 25 | 25 | Increases Defensive Military Efficiency | ||
Guard Stations | 2% | 50% | 25 | 25 | Decrease Land Losses when Attacked | ||
Hospitals | 2% 3% |
50% 75% |
25 | 25 | Daily Chance of Curing the Plague Decreases Military Losses | ||
Guilds | 0.02% Wizards | 25 | 25 | Wizards Trained per day (Unaffected by BE) Guilds also increase spell duration (Unaffected by BE) | |||
Towers | 12 Runes | 25 | 25 | Produces 12 runes per day | |||
Thieves Dens | 4% 3% |
95% 75% |
25 | 25 | Lowers losses in Thievery Operations Bonus to TPA | ||
Watch Towers | 1.8% 2.7% |
50% 75% |
25 | 25 | Chance of Catching Enemy Thieves Reduced damage caused by Enemy Thieves | ||
Laboratories | 4% | 100% | 25 | 25 | Increases scientist spawn rate (Unaffected by BE) | ||
Schools | 2.5% | 62.5% | 25 | 25 | Increases generation of science books in selected Category | ||
Universities | 2.7% | 50% | 25 | 25 | Grants protection against Amnesia and Learn | ||
Stables | 80 Horses | 3 Horses | 25 | 25 | Houses War Horses and increases their production rate | ||
Dungeons | 40 Prisoners | 25 | 25 | Houses Prisoners of War | |||
Building | Capacity | Flat Rate Base | Percent Base Effect | Percent Max | Living Space | Jobs | Description |
Retired buildings
- Shipyards: 1.5% chance of creating a boat, holds 5 boats per shipyard. 1 boat was needed per 100 troops sent to attack someone on another island.
- Taverns: Lowered draft costs and mercenary costs.
- Plazas: Employed extra peasants.
- Strongholds: Increased OME (now Training Grounds).
- Mines: Produced a certain number of per acre.
- Libraries: Increase in Science Effect (books).
Related Links:
Buildings | |
---|---|
Civil Buildings | Barren Lands • Homes • Farms • Mills • Banks |
Military Buildings | Training Grounds • Armouries • Barracks • Forts • Guard Stations • Hospitals • Stables • Dungeons |
Thievery and Mystic Buildings | Guilds • Towers • Thieves' Dens • Watchtowers |
Science Buildings | Universities • Libraries |