Difference between revisions of "Science Formulas"

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=Scientists and Books=
 
=Scientists and Books=
  
*Each province starts with a set number of scientists assigned to the three science Categories (Economy, Warfare, Arcane Arts). <br>
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*Each province starts with a set number of scientists assigned to the three science Categories (<b>Economy, Warfare, Arcane Arts</b>). <br>
 
*Scientists start out as Recruits, then as they progress they provide incrementally greater benefits with each progression. <br>
 
*Scientists start out as Recruits, then as they progress they provide incrementally greater benefits with each progression. <br>
 
*Scientist experience is based on how many books they have produced in that category. <br>
 
*Scientist experience is based on how many books they have produced in that category. <br>
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*Scientists can be re-assigned at any time, but revert to Recruit level when doing so. <br>
 
*Scientists can be re-assigned at any time, but revert to Recruit level when doing so. <br>
 
*Every tick each province builds progress towards a new scientist. Laboratories increase the rate of this progress.
 
*Every tick each province builds progress towards a new scientist. Laboratories increase the rate of this progress.
 +
*Scientists produce a set number of books each tick in the Category they are allocated (<b>Economy, Warfare, Arcane Arts</b>), based on their rank. Schools increase this effect, but only in a single Category selected with a drop-down menu.<br>
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*Books can be allocated to any science Type within the Category they have been produced.<br>
 +
*Allocated books go into effect instantly.<br>
 +
 +
<b>Scientists Spawn Rate =</b> X * [[Race]] Mod * [[Exploring,_Construction_%26_Building_Formulas#Effects_of_Buildings|Laboratories Effect]] * [[Mystics#Revelation|Revelation]] Mod
  
 
  Recruit -> Novice = X Books produced (X hours)
 
  Recruit -> Novice = X Books produced (X hours)
 
  Novice -> Graduate = X Books produced (X hours)
 
  Novice -> Graduate = X Books produced (X hours)
 
  Graduate -> Professor = X Books produced (X hours)
 
  Graduate -> Professor = X Books produced (X hours)
 
<b>Scientists Spawn Rate =</b> X * [[Race]] Mod * [[Exploring,_Construction_%26_Building_Formulas#Effects_of_Buildings|Laboratories Effect]] * [[Mystics#Revelation|Revelation]] Mod
 
 
<!-- {| cellpadding="3"
 
|-bgcolor="#C0C0C0"
 
| '''Modifier Type''' || ''' Multiplier'''
 
|-
 
| Spell: [[Mystics#Revelation|Revelation]] || 1.3
 
|}
 
-->
 
*Scientists produce a set number of books each tick in the Category they are allocated (Economy, Warfare, Arcane Arts), based on their rank. Schools increase this effect, but only in a single Category selected with a drop-down menu.<br>
 
*Books can be allocated to any science Type within the Category they have been produced.<br>
 
*Allocated books go into effect instantly.<br>
 
  
 
{| cellpadding="4"  
 
{| cellpadding="4"  
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| '''Professor''' || 200
 
| '''Professor''' || 200
 
|}
 
|}
 +
<!-- {| cellpadding="3"
 +
|-bgcolor="#C0C0C0"
 +
| '''Modifier Type''' || ''' Multiplier'''
 +
|-
 +
| Spell: [[Mystics#Revelation|Revelation]] || 1.3
 +
|}
 +
-->
  
  

Revision as of 13:05, 7 October 2018

Science Categories and Effects

Science Category Type Effect Multiplier
Economy Alchemy Income 0.05
Economy Tools Building Effectiveness 0.0333
Economy Housing Population Limits 0.025
Economy Production Food & Rune Production 0.2
Economy Bookkeeping Wage Reduction 0.015
Economy Artisan Construction Time Reduction 0.015
Warfare Strategy Defensive Military Efficiency 0.025
Warfare Siege Battle Gains 0.005
Warfare Tactics Offensive Military Efficiency 0.025
Warfare Valor Reduced Military Train Time & Increased Dragon Slaying Strength 0.025
Warfare Heroism Draft Speed & Draft Costs Reduction 0.025
Arcane Arts Crime Thievery Effectiveness 0.1666
Arcane Arts Channeling Magic Effectiveness 0.2083
Arcane Arts Shielding Reduced Damage from Enemy Thievery and Magic Instant Operations 0.005
Arcane Arts Cunning Increased Thievery and Magic Instant Operation Damage 0.005
Arcane Arts Invocation Ritual Rune Cost Reduction 0.01


Scientists and Books

  • Each province starts with a set number of scientists assigned to the three science Categories (Economy, Warfare, Arcane Arts).
  • Scientists start out as Recruits, then as they progress they provide incrementally greater benefits with each progression.
  • Scientist experience is based on how many books they have produced in that category.
  • Scientists have no networth value.
  • 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 scientist. Laboratories increase the rate of this progress.
  • Scientists produce a set number of books each tick in the Category they are allocated (Economy, Warfare, Arcane Arts), based on their rank. Schools increase this effect, but only in a single Category selected with a drop-down menu.
  • Books can be allocated to any science Type within the Category they have been produced.
  • Allocated books go into effect instantly.
Scientists Spawn Rate = X * Race Mod * Laboratories Effect * Revelation Mod
Recruit -> Novice = X Books produced (X hours)
Novice -> Graduate = X Books produced (X hours)
Graduate -> Professor = X Books produced (X hours)
Rank Books
Recruit 100
Novice 125
Graduate 150
Professor 200


Science Networth

Each book is worth X points of 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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