Difference between revisions of "Exploring, Construction & Building Formulas"
From The Utopian Encyclopedia
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Revision as of 22:31, 21 July 2018
Contents
Soldier Cost
Exploration Soldier Cost = ROUND (3 + Metric/210 * War Status * Mills)
GC Costs
Exploration Gold Cost = Floor ((600 + 2.3 * Metric) * War Status * Mills)
where
Metric = ( Full Metric + Half Metric )1.12 Full Metric = Total Land - 300 Half Metric = MIN (Full Metric / 2 , [Land Explored - Land Lost] / 2)
Construction
Construction Time
Construction Time = 16 * Racial Mod * Builders Boon * Double Speed * Expedient Ritual
Modifier Type | Active | Otherwise |
Builders Boon | 0.75 | 1 |
Double Speed | 0.5 | 1 |
Double Speed in Protection | 0.75 | 1 |
Expedient Ritual | 0.8 (if at 100% efficiency) | 1 |
Race: Dwarf | 0.5 | 1 |
Construction Costs
Construction Costs = Race Mod * Mills Mod * Double Speed * 2/31 * (land + 11600) * Expedient Ritual
Modifier Type | Active | Otherwise |
Race: Dwarf | 0 | 1 |
Double Speed | 2 | 1 |
Expedient Ritual | 0.75 (if at 100% efficiency) | 1 |
Modifier Type | Active | Otherwise |
Personality: Shepherd (Retired) | 0.7 | 1 |
Raze Costs
Raze Costs = 350 + (0.0625 * Total land)
Buildings
Building Efficiency
Available Workers = Peasants + ROUNDDOWN ( Prisoners / 2 ) Optimal Workers = ROUNDDOWN ( Total Jobs * 0.67 ) % Jobs Performed = MIN ( Available Workers / Optimal Workers , 1 ) Building Efficiency = [ (0.5 * (1 + % Jobs Performed)) * Race * Scientists * Dragon ] * Personality
- 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 component of Capacity Buildings as well as Laboratories.
Building Efficiency Change Rate = Formula
- Changes in Building Efficiency take effect gradually.
Modifier Type | Active | Otherwise |
Race: Dwarf | 1.2 | 1 |
Dragon: Gold | 0.75 | 1 |
Building Effects
Percentage Based Buildings = Base Effect * BE * MIN(50%, % of building) * (100% - MIN(50%, % of building))
Flat Rate Buildings = Base Effect * Number of Buildings * BE * Scientists
- In general, the Max Effect of a %-Based Building is 25 x Base Effect (exceptions apply, refer to table)
- If your BE is less than 100%, the effect you would have with 50% of that building is the maximum.
- If you have less than 100% BE, additional buildings past 50% will have no effect.
Build Table
Note: Capacity buildings are not affected by Building Efficiency (i.e., Homes, Stables, Dungeons can hold the specified number regardless of BE).
Building | Capacity | Flat Rate Base | Percent Base Effect | Percent Max | Living Space | Jobs | Description |
---|---|---|---|---|---|---|---|
Barren Land | 15 People | 2 Bushels | 15 | 0 | Houses 15 people and Produces 2 bushels per hour (Unaffected by BE) | ||
Homes | 10 People | 4% | 75% | 35 | 0 | Houses 35 people and Increases Birth Rate | |
Farms | 70 Bushels | 25 | 25 | Produces 70 bushels per day | |||
Mills | 4% 3% 2% |
99% 75% 50% |
25 | 25 | Decreases Build Costs (Max of 99%) Decreases Gold Exploration Costs Decreases Soldier Exploration Costs | ||
Banks | 25gc | 1.25% | 31.25% | 25 | 25 | Produces 25gc per day Increase in Income | |
Training Grounds | 1.5% | 37.5% | 25 | 25 | Increases Offensive Military Efficiency | ||
Armouries | 2% 2% 1.5% |
50% 50% 37.5% |
25 | 25 | Decreases Draft Costs Reduction of Wages Decreases Training Costs | ||
Military Barracks | 1.5% | 37.5% | 25 | 25 | Lowers Attack Time | ||
Forts | 2.0% | 37.5% | 25 | 25 | Increases Defensive Military Efficiency | ||
Guard Stations | 2% | 50% | 25 | 25 | Decrease Land Losses when Attacked | ||
Hospitals | 2% 3% |
50% 75% |
25 | 25 | Daily Chance of Curing the Plague Decreases Military Losses | ||
Guilds | 0.02 Wizards | 25 | 25 | Wizards Trained per day (Unaffected by BE) Guilds also increase spell duration (Unaffected by BE) | |||
Towers | 12 Runes | 25 | 25 | Produces 12 runes per day | |||
Thieves Dens | 4% 3% |
95% 75% |
25 | 25 | Lowers losses in Thievery Operations Bonus to TPA | ||
Watch Towers | 1.8% 2.7% |
45% 67.5% |
25 | 25 | Chance of Catching Enemy Thieves Rate of Repelling Individual Enemy Thieves | ||
Laboratories | 4% | 95% | 25 | 25 | Increase scientist spawn rate (Unaffected by BE) | ||
Universities | 25 | 25 | Grants protection against Amnesia | ||||
Stables | 80 Horses | 2 Horse | 25 | 25 | Houses horses and increase their production rate | ||
Dungeons | 30 Prisoners | 25 | 25 | Houses Prisoners of War | |||
Building | Capacity | Flat Rate Base | Percent Base Effect | Percent Max | Living Space | Jobs | Description |
Retired buildings
- Shipyards: 1.5% chance of creating a boat, holds 5 boats per shipyard. 1 boat was needed per 100 troops sent to attack someone on another island.
- Universities: Protects scientists from Abduct attacks (Abduct Attack: Retired).
- Universities: Produced 3 science points per acre.
- Taverns: Lowered draft costs and mercenary costs.
- Plazas: Employed extra peasants.
- Strongholds: Increased OME (now Training Grounds).
- Mines: Produced a certain number of per acre.
- Libraries: Increase in Science Effect (books).
- Schools: Protect a portion of science from Learn attacks (Learn Attack: Retired).
Related Links:
Buildings | |
---|---|
Civil Buildings | Barren Lands • Homes • Farms • Mills • Banks |
Military Buildings | Training Grounds • Armouries • Barracks • Forts • Guard Stations • Hospitals • Stables • Dungeons |
Thievery and Mystic Buildings | Guilds • Towers • Thieves' Dens • Watchtowers |
Science Buildings | Universities • Libraries |