Difference between revisions of "Exploring, Construction & Building Formulas"
From The Utopian Encyclopedia
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| '''Double Speed''' || 2 || 1 | | '''Double Speed''' || 2 || 1 | ||
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− | | '''Race: Dwarf''' || 0. | + | | '''Race: Dwarf''' || 0.25 || 1 |
|- | |- | ||
| '''[[Ritual|Expedient Ritual]]''' || 0.75 (if at 100% efficiency) || 1 | | '''[[Ritual|Expedient Ritual]]''' || 0.75 (if at 100% efficiency) || 1 |
Revision as of 15:44, 16 May 2020
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 | 0.25 | 1 |
Expedient Ritual | 0.75 (if at 100% efficiency) | 1 |
Raze Costs
Raze Costs = (350 + (0.0625 * Total land)) * Artisan Science Mod
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 | 1.3 | 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 10 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 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 | 1.5% | 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 | 2% 3% |
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% | 67.5% | 25 | 25 | Grants protection against Amnesia and Learn | ||
Stables | 80 Horses | 2 Horses | 25 | 25 | Houses War Horses and increases their production rate | ||
Dungeons | 30 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 |