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 35'''
+
'''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 || 0.428 || 30%  
+
| '''Alchemy''' || Income || 0.500% || 30%  
 
|-
 
|-
| '''Tools''' || Building Effectiveness || 0.287 || 20%  
+
| '''Tools''' || Building Effectiveness || 0.333% || 20%  
 
|-
 
|-
| '''Housing''' || Population Limits || 0.215 || 15%  
+
| '''Housing''' || Population Limits || 0.250% || 15%  
 
|-
 
|-
| '''Production''' || Food & Rune Production || 1.714 || 120%  
+
| '''Production''' || Food & Rune Production || 2.000% || 120%  
 
|-
 
|-
| '''Military''' || Military Efficiency || 0.215 || 15%  
+
| '''Military''' || Military Efficiency || 0.250% || 15%  
 
|-
 
|-
| '''Crime''' || Thievery Effectiveness || 1.428 || 100%  
+
| '''Crime''' || Thievery Effectiveness || 1.666% || 100%  
 
|-
 
|-
| '''Channeling''' || Magic Effectiveness || 1.785 || 125%  
+
| '''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> 7.5 * [[Race]] Mod * [[Exploring,_Construction_%26_Building_Formulas#Effects_of_Buildings|Laboratories Effect]] * [[Mystics#Revelation|Revelation]] Mod
+
  <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==
Line 43: Line 43:
 
=Scientist Networth=
 
=Scientist Networth=
  
  <b>Networth Per Scientist =</b> ~2.6gc * tick of experience
+
  <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 Saved for reference only=
+
=Obsolete science formulas - saved for reference only=
 
+
[[Science: Obsolete and historical data]]
'''NOTE: Old scientist multipliers and caps, before Age 76.'''
 
 
 
{| cellpadding="4"
 
|-bgcolor="#dedeff"
 
| '''Science Category''' || '''Effect''' || ''' Multiplier''' || '''Cap''' || '''Scientist Cap'''
 
|-
 
| '''Alchemy''' || Income || 0.5 || 30% || 30
 
|-
 
| '''Tools''' || Building Effectiveness || 0.33 || 20% || 31
 
|-
 
| '''Housing''' || Population Limits || 0.2 || 15% || 38
 
|-
 
| '''Production''' || Food & Rune Production || 2 || 120% || 30
 
|-
 
| '''Military''' || Military Efficiency || 0.2 || 15% || 38
 
|-
 
| '''Crime''' || Thievery Effectiveness || 1.65 || 100% || 31
 
|-
 
| '''Channeling''' || Magic Effectiveness || 2 || 125% || 32
 
|}
 
 
 
 
 
 
 
'''NOTE: These formulas apply to the old books system of science. In Age 69, books were replaced by scientists.'''
 
 
 
-From Ages ?? to 68 Science formulas worked as follows
 
 
 
===Science Effects===
 
<b>Books per Acre =</b> Books / MAX(Acres,300)
 
 
 
<b>Science Bonus =</b> [[Race]] Mod * [[Personality]] Mod * Science Multiplier * ''SQRT''( Books per Acre ) * [[Exploring,_Construction_%26_Building_Formulas#Building_Effects|Library Effect]]
 
 
 
 
 
{| cellpadding="4"
 
|-bgcolor="#dedeff"
 
| '''Science Category''' || '''Multiplier'''
 
|-
 
| '''Alchemy''' || 1.4
 
|-
 
| '''Tools''' || 1
 
|-
 
| '''Housing''' || 0.65
 
|-
 
| '''Food''' || 8
 
|-
 
| '''Military''' || 0.52
 
|-
 
| '''Thievery''' || 6
 
|-
 
| '''Channeling''' || 6
 
|}
 
 
 
===Science Costs===
 
<b>Science Cost =</b> Raw Cost (''Table Below'') * [[Race]] Mod * [[Exploring,_Construction_%26_Building_Formulas#Effects_of_Buildings|Schools Effect]]
 
 
 
 
 
{| cellpadding="4"
 
|-bgcolor="#dedeff"
 
| '''Science Rate''' || '''BPA''' || '''GC / Book''' || '''GC / Acre'''
 
|-
 
| '''No Research''' || 0 || 0 || 0 ||
 
|-
 
| '''Minimal''' || 0.3 || 6 || 1.8
 
|-
 
| '''Limited''' || 0.4 || 7 || 2.8
 
|-
 
| '''Sustained''' || 0.5 || 9 || 4.5
 
|-
 
| '''Active''' || 0.7 || 13 || 9.1
 
|-
 
| '''Focused''' || 0.9 || 17 || 15.3
 
|-
 
| '''Accelerated''' || 1.2 || 22 || 26.4
 
|-
 
| '''Intensive''' || 1.5 || 27 || 40.5
 
|-
 
| '''Rushed''' || 2.0 || 36 || 72.0
 
|-
 
| '''Extreme''' || 3.0 || 50 || 150.0
 
|}
 
  
 
{{PreviousNext| [[Growth]] | [[Military]]}}
 
{{PreviousNext| [[Growth]] | [[Military]]}}
 
{{Guide navigation}}
 
{{Guide navigation}}
 
[[Category:Main]]
 
[[Category:Main]]

Revision as of 15:49, 13 July 2018

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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