Difference between revisions of "Science Formulas"
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*Science over 5000 BPA will slowly decay outside War. | *Science over 5000 BPA will slowly decay outside War. | ||
+ | === Scientist Spawn Rate Formula === | ||
+ | <b>Scientists Spawn Rate =</b> 1.25 * [[Race]] Mod * [[Exploring,_Construction_%26_Building_Formulas#Effects_of_Buildings|Laboratories Effect]] * [[Mystics#Revelation|Revelation]] Mod | ||
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+ | === Scientist Ranks and Production === | ||
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Revision as of 10:23, 1 January 2021
Mastering the Arts & Sciences makes your people stronger, smarter, and more efficient. You can grow in strength without growing in size.
Details on the benefits of different sciences can be found below.
Contents
[hide]Science Categories, Types and Effects
Science Category | Type | Effect | Multiplier |
Economy | Alchemy | Income | ~0.0724 |
Tools | Building Effectiveness | ~0.0524 | |
Housing | Population Limits | ~0.0262 | |
Production | Food & Rune Production | ~0.2492 | |
Bookkeeping | Wage Reduction | ~0.068 | |
Artisan | Construction Time Reduction, Construction & Raze Cost Reduction | ~0.0478 | |
Military | Strategy | Defensive Military Efficiency | ~0.0367 |
Siege | Battle Gains | ~0.0262 | |
Tactics | Offensive Military Efficiency | ~0.0367 | |
Valor | Reduced Military Train Time & Increased Dragon Slaying Strength | ~0.0582 | |
Heroism | Draft Speed & Draft Costs Reduction | ~0.0418 | |
Arcane Arts | Crime | Thievery Effectiveness | ~0.1557 |
Channeling | Magic Effectiveness | ~0.1875 | |
Shielding | Reduced Damage from Enemy Thievery and Magic Instant Operations | ~0.0314 | |
Cunning | Increased Thievery and Magic Instant Operation Damage | ~0.0472 | |
Invocation | Ritual Rune Cost Reduction | ~0.0622 |
Science Formula
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, Military, 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, Military, 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.
- Science over 5000 BPA will slowly decay outside War.
Scientist Spawn Rate Formula
Scientists Spawn Rate = 1.25 * Race Mod * Laboratories Effect * Revelation Mod
Scientist Ranks and Production
Rank | Experience | Book Production |
Recruit | 0-2399 | 100 |
Novice | 2400-8159 | 120 |
Graduate | 8160-18239 | 140 |
Professor | 18240+ | 160 |
Re-assigning Scientists
Re-assigning scientists drops them back to a recruit. Refer to this forum post for a discussion on this topic: http://forums.utopia-game.com/showthread.php?639982-A-Question-About-Ticks-amp-Buildings
Science and Personalities
Personalities gain a passive bonus to book production, as follows:
Personality | Category | Bonus |
Artisan | Economy | +25% |
Cleric | Economy | +25% |
Raider | Economy | +25% |
Tactician | Military | +25% |
War Hero | Military | +25% |
Warrior | Military | +25% |
Heretic | Arcane Arts | +25% |
Mystic | Arcane Arts | +25% |
Rogue | Arcane Arts | +25% |
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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