Difference between revisions of "Exploring, Construction & Building Formulas"
From The Utopian Encyclopedia
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===Building Efficiency=== | ===Building Efficiency=== | ||
<b>Available Workers = </b> Peasants + (Prisoners / 2) | <b>Available Workers = </b> Peasants + (Prisoners / 2) | ||
− | <b>% Filled Jobs = </b> MIN(Available Workers / | + | <b>Optimal Workers = </b> FLOOR(Total Jobs * .67) |
− | <b>Building Efficiency = </b> 1 + | + | <b>% Filled Jobs = </b> MIN(Available Workers / Optimal Workers, 1) |
− | + | <b>Building Efficiency = </b> 0.5 * (1 + % Filled Jobs) * Science + Race + Stance - Dragon | |
− | |||
* The "Current Available Workers" value, provided by the Internal Affairs Adviser page, already takes prisoners into account. | * The "Current Available Workers" value, provided by the Internal Affairs Adviser page, already takes prisoners into account. |
Revision as of 09:03, 28 November 2009
This is part of the Utopia WIKI Formula Series. |
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Contents
Exploration Costs
Soldier Cost
( CurrentAcres * 2/5 + Explored Mod * 1 / 4 + 75 ) / 67 * Race Mod * War Effect
- Explored Mod = Total Land Explored - Total Land Lost in Combat - Currently Exploring
- note: Explored Mod most be higher than 0 else it is 0
Modifier Type | Active | Otherwise |
War | 2 | 1 |
Dark Elf | 1.2 | 1 |
GC Costs
( 3.16 * Current Acres - 17.4 * SQRT( Current Acres ) - 50 + Explored Mod ) * War Mod * Race Mod * Mills Effect
- Explored Mod = Total Land Explored - Total Land Lost in Combat - Currently Exploring
- if Explored Mod is higher than 0 then the value is ???? (still in research) else it is 0
Modifier Type | Active | Otherwise |
War | 2 | 1 |
Dark Elf | 1.2 | 1 |
Construction
Construction Time
Construction Time = 22 * Personality Mod * Builders Boon * Double Speed * Fortified
Modifier Type | Active | Otherwise |
Pers: Shepherd | 0.7 | 1 |
Builders Boon | 0.9 | 1 |
Double Speed | 0.5 | 1 |
Double Speed in Protection | 0.75 | 1 |
Fortified | 0.8 | 1 |
Construction Costs
Construction Costs = Race Mod * Mills Mod * Double Speed * 8/31 * (Land + 2900)
Modifier Type | Active | Otherwise |
Race: Dwarf | 0 | 1 |
Doublespeed | 2 | 1 |
Raze Costs
Raze Costs = (1400 + Land) / 4
Buildings
Building Efficiency
Available Workers = Peasants + (Prisoners / 2) Optimal Workers = FLOOR(Total Jobs * .67) % Filled Jobs = MIN(Available Workers / Optimal Workers, 1) Building Efficiency = 0.5 * (1 + % Filled Jobs) * Science + Race + Stance - Dragon
- 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 Buildings as well as Libraries.
Building Efficiency Change Rate = Formula
- Changes in Building Efficiency take effect gradually.
Modifier Type | Active | Otherwise |
Race: Dwarf | 1.3 | 1 |
Stance: Peaceful | 1.05 | 1 |
Dragon: Gold | 0.8 | 1 |
Building Effects
Percentage Based Buildings = Base Effect * BE * % of building * (1 - % of building)
Flat Rate Buildings = Base Effect * Number of Buildings * BE * Monarchy Bonus * Science
- Max Effect of a %-Based Building is 25 x Base Effect.
- With a 100% Building Efficiency, this is equivalent to building 50% of that building.
Build Table
Building | Capacity | Flat Rate Base | Percent Min | Percent Max | Living Space | Jobs | Description |
---|---|---|---|---|---|---|---|
Barren Lands | 15 People | 2 Bushels | 15 | 0 | Houses 15 people and Produces 2 bushels per hour | ||
Homes | 8 People | 4% | 100% | 33 | 0 | Houses 15 people and Increases Birth Rate | |
Stables | 60 Horses | 1 Horse | 25 | 25 | Houses horses and increase their production rate | ||
Dungeons | 20 Prisoners | 25 | 25 | Houses Prisoners of War | |||
Forts | 1.5% | 37.5% | 25 | 25 | Increases Defensive Military Efficiency | ||
Guard Stations | 2% | 50% | 25 | 25 | Decrease Resource Losses when Attacked | ||
Barracks | 1.5% | 37.5% | 25 | 25 | Lowers Attack Time | ||
Hospitals | 2% 3% |
50% 75% |
25 | 25 | Daily Chance of Curing the Plague Decreases Military Losses | ||
Guilds | 2% | 50% | 25 | 25 | Wizards Trained per day Guilds also increase spell duration | ||
Libraries | 2% | 25 | 25 | Increase in Science Effect (Unaffected by BE) | |||
Thieves Dens | 4% 3% |
100% 75% |
25 | 25 | Lowers losses in Thievery Operations Bonus to TPA | ||
Watchtowers | 2% 3% |
50% 75% |
25 | 25 | Chance of Catching Enemy Thieves Decrease in Thievery Damage | ||
Schools | 1.5% 3.5% |
37.5% 87.5% |
25 | 25 | Decrease in Science Costs Protection of Books from Learns | ||
Training Grounds | 1.5% | 37.5% | 25 | 25 | Increases Offensive Military Efficiency | ||
Mills | 4% 3% |
99% 75% |
25 | 25 | Decreases Build Costs (Max of 99%) Decreases Exploration Costs | ||
Banks | 25gc | 1.25% |
37.5% |
25 | 25 | Produces 25gc per day Increase in Income | |
Armouries | 1.5% 2% 1.5% |
50% 50% 37.5% |
25 | 25 | Decreases Draft Costs Reduction of Wages Decreases Training Costs | ||
Towers | 12 Runes | 25 | 25 | Produces 12 runes per day | |||
Farms | 70 Bushels / hour |
25 | 25 | Produces 70 bushels per day | |||
Building | Capacity | Flat Rate Base | Percent Min | Percent Max | Living Space | Jobs | Description |