Difference between revisions of "Science Formulas"
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<b>Skill points =</b> Number of Novices + 1.5 * Number of Graduates + 2 * Number of Professors | <b>Skill points =</b> Number of Novices + 1.5 * Number of Graduates + 2 * Number of Professors | ||
− | '''NOTE: Since Age 76 scientists required for soft cap will be the same number for all categories at | + | '''NOTE: Since Age 76 scientists required for soft cap will be the same number for all categories at 30''' |
{| cellpadding="4" | {| cellpadding="4" | ||
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| '''Science Category''' || '''Effect''' || ''' Multiplier''' || '''Soft Cap''' | | '''Science Category''' || '''Effect''' || ''' Multiplier''' || '''Soft Cap''' | ||
|- | |- | ||
− | | '''Alchemy''' || Income || 0. | + | | '''Alchemy''' || Income || 0.500% || 30% |
|- | |- | ||
− | | '''Tools''' || Building Effectiveness || 0. | + | | '''Tools''' || Building Effectiveness || 0.333% || 20% |
|- | |- | ||
− | | '''Housing''' || Population Limits || 0. | + | | '''Housing''' || Population Limits || 0.250% || 15% |
|- | |- | ||
− | | '''Production''' || Food & Rune Production || | + | | '''Production''' || Food & Rune Production || 2.000% || 120% |
|- | |- | ||
− | | '''Military''' || Military Efficiency || 0. | + | | '''Military''' || Military Efficiency || 0.250% || 15% |
|- | |- | ||
− | | '''Crime''' || Thievery Effectiveness || 1. | + | | '''Crime''' || Thievery Effectiveness || 1.666% || 100% |
|- | |- | ||
− | | '''Channeling''' || Magic Effectiveness || | + | | '''Channeling''' || Magic Effectiveness || 2.083% || 125% |
|} | |} | ||
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Every tick each province builds progress towards a new random scientist. Laboratories increase the rate of this progress. | Every tick each province builds progress towards a new random scientist. Laboratories increase the rate of this progress. | ||
− | <b>Scientists Spawn Rate =</b> | + | <b>Scientists Spawn Rate =</b> 10 * [[Race]] Mod * [[Exploring,_Construction_%26_Building_Formulas#Effects_of_Buildings|Laboratories Effect]] * [[Mystics#Revelation|Revelation]] Mod |
==Abduct Attacks== | ==Abduct Attacks== | ||
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=Scientist Networth= | =Scientist Networth= | ||
− | <b>Networth Per Scientist =</b> ~ | + | <b>Networth Per Scientist =</b> ~1.7gc * tick of experience |
* A maxed-out professor will provide ~624gc Networth | * A maxed-out professor will provide ~624gc Networth | ||
− | =Obsolete science formulas | + | =Obsolete science formulas - saved for reference only= |
− | + | [[Science: Obsolete and historical data]] | |
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{{PreviousNext| [[Growth]] | [[Military]]}} | {{PreviousNext| [[Growth]] | [[Military]]}} | ||
{{Guide navigation}} | {{Guide navigation}} | ||
[[Category:Main]] | [[Category:Main]] |
Revision as of 15:49, 13 July 2018
Contents
Science Effects
Science Bonus = Race Mod * Personality Mod * Min(Science Multiplier * Skill points , Science Cap)
Skill points = Number of Novices + 1.5 * Number of Graduates + 2 * Number of Professors
NOTE: Since Age 76 scientists required for soft cap will be the same number for all categories at 30
Science Category | Effect | Multiplier | Soft Cap |
Alchemy | Income | 0.500% | 30% |
Tools | Building Effectiveness | 0.333% | 20% |
Housing | Population Limits | 0.250% | 15% |
Production | Food & Rune Production | 2.000% | 120% |
Military | Military Efficiency | 0.250% | 15% |
Crime | Thievery Effectiveness | 1.666% | 100% |
Channeling | Magic Effectiveness | 2.083% | 125% |
Scientist Spawn Rate
Each province starts with a set number of scientists assigned to the various science categories. Scientists start out as Recruits that provide no bonus, then as they progress ther provide incrementally greater benefits with each progression.
- Recruit -> Novice = 3 Utopian days (3 hours)
- Novice -> Graduate = 72 Utopian days (3 days)
- Graduate -> Professor = 96 Utopian days (4 days)
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.
Scientists Spawn Rate = 10 * Race Mod * Laboratories Effect * Revelation Mod
Abduct Attacks
Through combat, you can abduct scientists from another province. Universities protect a province from abduction.
Scientist Networth
Networth Per Scientist = ~1.7gc * tick of experience
- A maxed-out professor will provide ~624gc Networth
Obsolete science formulas - saved for reference only
Science: Obsolete and historical data
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