Difference between revisions of "Science Formulas"

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=Science Effects=
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Sciences are the study of knowledge and create our pathway into the future. By studying the laws that govern our being and understanding the effects of these laws, we can strengthen ourselves in all that we do. The mystery of magic and thievery, our military prowess, even our methods of production can all be enhanced through the power of study with an investment in time devoted to those fields. The students of our province will lead us into the future with your careful direction.
  
<b>Science Bonus =</b> [[Race]] Mod * [[Personality]] Mod * Min(Science Multiplier * Skill points , Science Cap)
+
Mastering the Arts & Sciences makes your people stronger, smarter, and more efficient. You can grow in strength without growing in size.
  
<b>Race Mod: [[Race#The_Undead|Undead]] =</b> 0.85 to all science
+
Details on the benefits of different sciences can be found below.
  
<b>Personality Mod: [[Personality#The_Sage|Sage]] =</b> 1.25 to all science
+
<!-- Table of Contents goes here -->
<b>Personality Mod: [[Personality#The_Heretic|Heretic]] =</b> 1.2 to Magic Science
 
<b>Personality Mod: [[Personality#The_Heretic|Heretic]] =</b> 1.2 to Thievery Science
 
<b>Personality Mod: [[Personality#The_Mystic|Mystic]] =</b> 1.75 to Magic Science
 
<b>Personality Mod: [[Personality#The_Rogue|Rogue]] =</b> 1.5 to Thievery Science
 
  
<b>Skill points =</b> Number of Novices + 1.5 * Number of Graduates + 2 * Number of Professors
+
 
 +
==Science Categories, Types and Effects==
 +
 
 +
Check out the Guide for descriptions: https://utopia-game.com/guide/, then go to Science in the navigation menu.
  
 
{| cellpadding="4"  
 
{| cellpadding="4"  
 
|-bgcolor="#dedeff"
 
|-bgcolor="#dedeff"
| '''Science Category''' || '''Effect''' || ''' Multiplier''' || '''Cap''' || '''Scientist Cap'''
+
| '''Science Category''' || '''Type''' || '''Effect''' || ''' Multiplier'''  
 
|-
 
|-
| '''Alchemy''' || Income || 0.5 || 30% || 30
+
| '''Economy''' || Alchemy ||Income || ~0.0724
 
|-
 
|-
| '''Tools''' || Building Effectiveness || 0.33 || 20% || 31
+
|   || Tools || Building Effectiveness || ~0.0524
 
|-
 
|-
| '''Housing''' || Population Limits || 0.2 || 15% || 38
+
|   || Housing || Population Limits || ~0.0262
 
|-
 
|-
| '''Production''' || Food & Rune Production || 2 || 120% || 30
+
|   || Production || Food & Rune Production || ~0.2172
 
|-
 
|-
| '''Military''' || Military Efficiency || 0.2 || 15% || 38
+
|   || Bookkeeping || Wage Reduction || ~0.068
 
|-
 
|-
| '''Crime''' || Thievery Effectiveness || 1.65 || 100% || 31
+
|   || Artisan || Construction Time Reduction, Construction & Raze Cost Reduction || ~0.0478
 
|-
 
|-
| '''Channeling''' || Magic Effectiveness || 2 || 125% || 32
+
| '''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
 +
|-
 +
|  || Resilience || Reduced Military Casualties || ~0.0489
 +
|-
 +
| '''Arcane Arts''' || Crime || Thievery Effectiveness || ~0.1557
 +
|-
 +
|  || Channeling ||Magic Effectiveness || ~0.1875
 +
|-
 +
|  || Shielding || Reduced Damage from Enemy Thievery and Magic Instant Operations || ~0.0314
 +
|-
 +
|  || Sorcery || Increased Magic Instant Damage || ~0.0314
 +
|-
 +
|  || Cunning || Increased Thievery Operation Damage || ~0.0314
 +
|-
 +
|  || Finesse || Reduced Wizards and Thieves lost on Failed Spells and Operations || ~0.0965
 
|}
 
|}
  
=Scientist Spawn Rate=
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== Science Formula ==
Each province starts with a set number of scientists assigned to the various science categories. Scientists start out as Recruits that provide no bonus; after 3 Utopian days (3 hours), a Recruit becomes a Novice and begins to provide a bonus to the assigned science category. The scientist then progresses from Novice to Graduate to Professor, providing incrementally greater benefits with each progression. 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 random scientist. Laboratories increase the rate of this progress.
 
 
 
<b>Scientists Spawn Rate =</b> Raw Spawn rate * [[Race]] Mod * [[Exploring,_Construction_%26_Building_Formulas#Effects_of_Buildings|Laboratories Effect]] * [[Mystics#Revelation|Revelation]] Mod
 
 
 
<b>Raw Spawn rate =</b> 1.5-2/day base
 
<b>Race: [[Race#Humans|Human]] =</b> 1.25
 
<b>Race: All non-humans =</b> 1
 
<b>Spell: [[Mystics#Revelation|Revelation]] =</b> 1.3
 
 
 
==Abduct Attacks==
 
Through combat, you can abduct scientists from another province. Universities protect a province from abduction.
 
 
 
=Scientist Networth=
 
 
 
<b>Networth Per scientist =</b> Currently Unknown
 
  
-Current estimates put the Networth per scientist as 2.6 gc per in game day of experience with professors worth 462.8 Gc
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<b>Science Bonus =</b> ( # of Books in Type )^(1/2.125) * Science Multiplier * [[Race]] Mod * [[Personality]] Mod * [[Mystics#Amnesia|Amnesia Effect]] * [[Mystics#Scientific Insights|Scientific Insights]] Mod * [[Buildings#Libraries|Libraries]] Mod
  
=Out Dated science formulas Saved for reference only=
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==Scientists and Books==
  
'''NOTE: These formulas apply to the old books system of science. In Age 69, books were replaced by scientists.'''
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*Each province starts with a set number of Scientists assigned to the three science Categories (<b>Economy, Military, Arcane Arts</b>). <br>
 
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*Scientists start out as Recruits, then as they progress they provide incrementally greater benefits with each progression. <br>
-From Ages ?? to 68 Science formulas worked as follows
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*Scientist experience is based on how many Books they have produced in that category. <br>
 
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*Scientists have no Networth value.
===Science Effects===
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*Scientists can be re-assigned at any time, but revert to Recruit level when doing so. <br>
<b>Books per Acre =</b> Books / MAX(Acres,300)
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*Every tick each province builds progress towards a new scientist. Universities increase the rate of this progress.
 
+
*Scientists produce a set number of books each tick in the Category they are allocated (<b>Economy, Military, Arcane Arts</b>), based on their rank. Schools increase this effect.<br>
<b>Science Bonus =</b> [[Race]] Mod * [[Personality]] Mod * Science Multiplier * ''SQRT''( Books per Acre ) * [[Exploring,_Construction_%26_Building_Formulas#Building_Effects|Library Effect]]
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*Books can be allocated to any science Type within the Category they have been produced.<br>
 +
*Allocated books go into effect instantly.
 +
*Inactive provinces do not produce Books.<br>
 +
<!--*Science over 5000 BPA will slowly decay outside War.-->
  
 +
=== Scientist Spawn Rate Formula ===
 +
<b>Scientists Spawn Rate =</b> 2 * [[Race]] Mod * [[Exploring,_Construction_%26_Building_Formulas#Effects_of_Buildings|Universities Effect]] * [[Mystics#Revelation|Revelation]] Mod
  
 +
=== Scientist Ranks and Production ===
 
{| cellpadding="4"  
 
{| cellpadding="4"  
 
|-bgcolor="#dedeff"
 
|-bgcolor="#dedeff"
| '''Science Category''' || '''Multiplier'''  
+
|'''Rank''' || '''Experience''' || '''Book Production'''
 
|-
 
|-
| '''Alchemy''' || 1.4
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| '''Recruit''' || 0-1439 || 60
 
|-
 
|-
| '''Tools''' || 1
+
| '''Novice''' || 1440-5279 || 80
 
|-
 
|-
| '''Housing''' || 0.65
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| '''Graduate''' || 5280-12479 || 100
 
|-
 
|-
| '''Food''' || 8
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| '''Professor''' || 12480+ || 120
|-
 
| '''Military''' || 0.52
 
|-
 
| '''Thievery''' || 6
 
|-
 
| '''Channeling''' || 6
 
 
|}
 
|}
  
===Science Costs===
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=== Re-assigning Scientists ===
<b>Science Cost =</b> Raw Cost (''Table Below'') * [[Race]] Mod * [[Exploring,_Construction_%26_Building_Formulas#Effects_of_Buildings|Schools Effect]]
+
 
 +
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 Efficiency ==
 +
 +
Some Races and Personalities gain or lose Science Efficiency, as follows:
  
 
{| cellpadding="4"  
 
{| cellpadding="4"  
|-bgcolor="#dedeff"
+
|-bgcolor="#C0C0C0"
| '''Science Rate''' || '''BPA''' || '''GC / Book''' || '''GC / Acre'''
+
| '''Race/Pers''' || '''Category''' || '''Efficiency'''
 +
|-
 +
| Human || All || 1.1
 +
<!--|-
 +
| Undead || All || 0.9-->
 
|-
 
|-
| '''No Research''' || 0 || 0 || 0 ||
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| Artisan || Artisan || 1.25
 
|-
 
|-
| '''Minimal''' || 0.3 || 6 || 1.8
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| Cleric || Resilience || 1.25
 
|-
 
|-
| '''Limited''' || 0.4 || 7 || 2.8
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| Heretic || Sorcery || 1.25
 
|-
 
|-
| '''Sustained''' || 0.5 || 9 || 4.5
+
| Merchant || Income || 1.25
 
|-
 
|-
| '''Active''' || 0.7 || 13 || 9.1
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| Mystic || Channeling || 1.25
 
|-
 
|-
| '''Focused''' || 0.9 || 17 || 15.3
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| Rogue || Crime || 1.25
 
|-
 
|-
| '''Accelerated''' || 1.2 || 22 || 26.4
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| Shepherd || Shielding || 1.25
 
|-
 
|-
| '''Intensive''' || 1.5 || 27 || 40.5
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| Tactician || Siege || 1.25
 
|-
 
|-
| '''Rushed''' || 2.0 || 36 || 72.0
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| War Hero || Strategy || 1.25
 
|-
 
|-
| '''Extreme''' || 3.0 || 50 || 150.0
+
| Warrior || Tactics || 1.25
 
|}
 
|}
 +
 +
<!--Sages have -30% Book losses on Learn attacks.-->
 +
 +
== Science Networth ==
 +
 +
Books are worth [0.000006 * 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]]'''
 +
 +
 +
{{PreviousNext| [[Growth]] | [[Military]]}}
 +
{{Guide navigation}}
 +
[[Category:Main]]
 +
[[Category:Formulas]]

Latest revision as of 16:03, 4 March 2024

Sciences are the study of knowledge and create our pathway into the future. By studying the laws that govern our being and understanding the effects of these laws, we can strengthen ourselves in all that we do. The mystery of magic and thievery, our military prowess, even our methods of production can all be enhanced through the power of study with an investment in time devoted to those fields. The students of our province will lead us into the future with your careful direction.

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.


Science Categories, Types and Effects

Check out the Guide for descriptions: https://utopia-game.com/guide/, then go to Science in the navigation menu.

Science Category Type Effect Multiplier
Economy Alchemy Income ~0.0724
Tools Building Effectiveness ~0.0524
Housing Population Limits ~0.0262
Production Food & Rune Production ~0.2172
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
Resilience Reduced Military Casualties ~0.0489
Arcane Arts Crime Thievery Effectiveness ~0.1557
Channeling Magic Effectiveness ~0.1875
Shielding Reduced Damage from Enemy Thievery and Magic Instant Operations ~0.0314
Sorcery Increased Magic Instant Damage ~0.0314
Cunning Increased Thievery Operation Damage ~0.0314
Finesse Reduced Wizards and Thieves lost on Failed Spells and Operations ~0.0965

Science Formula

Science Bonus = ( # of Books in Type )^(1/2.125) * Science Multiplier * Race Mod * Personality Mod * Amnesia Effect * Scientific Insights Mod * Libraries 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. Universities 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.
  • 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.

Scientist Spawn Rate Formula

Scientists Spawn Rate = 2 * Race Mod * Universities Effect * Revelation Mod

Scientist Ranks and Production

Rank Experience Book Production
Recruit 0-1439 60
Novice 1440-5279 80
Graduate 5280-12479 100
Professor 12480+ 120

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 Efficiency

Some Races and Personalities gain or lose Science Efficiency, as follows:

Race/Pers Category Efficiency
Human All 1.1
Artisan Artisan 1.25
Cleric Resilience 1.25
Heretic Sorcery 1.25
Merchant Income 1.25
Mystic Channeling 1.25
Rogue Crime 1.25
Shepherd Shielding 1.25
Tactician Siege 1.25
War Hero Strategy 1.25
Warrior Tactics 1.25


Science Networth

Books are worth [0.000006 * 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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