Difference between revisions of "Science Formulas"
From The Utopian Encyclopedia
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| '''Warfare''' || Tactics || Offensive Military Efficiency || ~0.0422 | | '''Warfare''' || Tactics || Offensive Military Efficiency || ~0.0422 | ||
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− | | '''Warfare''' || Valor || Reduced Military Train Time & Increased Dragon Slaying Strength || ~0. | + | | '''Warfare''' || Valor || Reduced Military Train Time & Increased Dragon Slaying Strength || ~0.0582 |
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| '''Warfare''' || Heroism || Draft Speed & Draft Costs Reduction || ~0.0422 | | '''Warfare''' || Heroism || Draft Speed & Draft Costs Reduction || ~0.0422 |
Revision as of 00:17, 27 October 2019
Contents
Science Categories, Types and Effects
Science Category | Type | Effect | Multiplier |
Economy | Alchemy | Income | ~0.0724 |
Economy | Tools | Building Effectiveness | ~0.0525 |
Economy | Housing | Population Limits | ~0.0262 |
Economy | Production | Food & Rune Production | ~0.2494 |
Economy | Bookkeeping | Wage Reduction | ~0.068 |
Economy | Artisan | Construction Time Reduction & Construction Cost Reduction | ~0.0478 |
Warfare | Strategy | Defensive Military Efficiency | ~0.0367 |
Warfare | Siege | Battle Gains | ~0.0262 |
Warfare | Tactics | Offensive Military Efficiency | ~0.0422 |
Warfare | Valor | Reduced Military Train Time & Increased Dragon Slaying Strength | ~0.0582 |
Warfare | Heroism | Draft Speed & Draft Costs Reduction | ~0.0422 |
Arcane Arts | Crime | Thievery Effectiveness | ~0.156 |
Arcane Arts | Channeling | Magic Effectiveness | ~0.188 |
Arcane Arts | Shielding | Reduced Damage from Enemy Thievery and Magic Instant Operations | ~0.0314 |
Arcane Arts | Cunning | Increased Thievery and Magic Instant Operation Damage | ~0.0473 |
Arcane Arts | Invocation | Ritual Rune Cost Reduction | ~0.0622 |
Science Bonus = ( # of Books in Type )^(1/2.125) * Science Multiplier * Race Mod * Personality Mod * Amnesia Effect * Learn Effect * Scientific Insights Mod
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.
- Inactive provinces do not produce books.
Scientists Spawn Rate = 1.25 * Race Mod * Laboratories Effect * Revelation Mod
Rank | Experience | Book Production |
Recruit | 0-2399 | 100 |
Novice | 2400-12479 | 140 |
Graduate | 12480-25439 | 180 |
Professor | 25440+ | 225 |
Science Networth
Books are worth [0.000007 * Current Land] points.
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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