Difference between revisions of "Science Formulas"

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=Science Effects=
 
=Science Effects=
  
  <b>Science Bonus =</b> [''MIN''(Science Multiplier * Skill points , Science Cap) * [[Race]] Mod * [[Personality]] Mod * [[Mystics#Scientific_Insights|Scientific Insights]] Mod] + [''MAX''(0, Science Multiplier * Skill points - Soft Cap) * [[Race]] Mod * [[Personality]] Mod * [[Mystics#Scientific_Insights|Scientific Insights]] Mod * Diminishing Return Factor]
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  <b>Science Bonus =</b> [ ''MIN''(Science Multiplier * Skill points , Science Cap) + ''MAX''(0, Science Multiplier * Skill points - Soft Cap) * Diminishing Return Factor ] * [[Race]] Mod * [[Personality]] Mod * [[Mystics#Scientific_Insights|Scientific Insights]] Mod  
  
 
  <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
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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> 9.75 * [[Race]] Mod * [[Exploring,_Construction_%26_Building_Formulas#Effects_of_Buildings|Laboratories Effect]] * [[Mystics#Revelation|Revelation]] Mod
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  <b>Scientists Spawn Rate =</b> 9.5 * [[Race]] Mod * [[Exploring,_Construction_%26_Building_Formulas#Effects_of_Buildings|Laboratories Effect]] * [[Mystics#Revelation|Revelation]] Mod
  
 
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Revision as of 13:20, 15 July 2018

Science Effects

Science Bonus = [ MIN(Science Multiplier * Skill points , Science Cap) + MAX(0, Science Multiplier * Skill points - Soft Cap) * Diminishing Return Factor ] * Race Mod * Personality Mod * Scientific Insights Mod 
Skill points = Number of Novices + 1.5 * Number of Graduates + 2 * Number of Professors
Modifier Type Multiplier Science Category
Personality: Heretic 1.3 Crime
Personality: Heretic 1.3 Channeling
Personality: Rogue 1.5 Crime
Personality: Mystic 1.75 Channeling
Personality: Sage 1.3 All
Spell: Scientific Insights 1.1 All


*NOTE* Starting Age 73: Science no longer has a hard maximum for all categories. Science will scale in a linear fashion up to stated maximums (effect cap) as normal. Once this point is reached, additional scientists will yield diminishing returns.

Science Category Effect Multiplier Effect Cap Scientist Cap
Alchemy Income 0.500% 30% 30
Tools Building Effectiveness 0.333% 20% 30
Housing Population Limits 0.250% 15% 30
Production Food & Rune Production 2.000% 120% 30
Military Military Efficiency 0.250% 15% 30
Crime Thievery Effectiveness 1.667% 100% 30
Channeling Magic Effectiveness 2.084% 125% 30
  • As of Age 77, Universities protect a province from Amnesia.
  • Starting Age 77, the number of scientists required for (soft) effect cap will be the same number for all categories: 30
  • Abduct attack has been removed in Age 77.


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 = 9.5 * Race Mod * Laboratories Effect * Revelation Mod
Modifier Type Multiplier
Race: Human 1.25
Spell: Revelation 1.3


Scientist Networth

Networth Per Scientist = ~1.7gc * tick of experience
  • Professors experience caps at 72 hours
  • A maxed-out professor will provide ~408gc Networth


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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