Difference between revisions of "Science Formulas"
From The Utopian Encyclopedia
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|'''Rank''' || '''Experience Needed''' || ''' Estimated Hours''' | |'''Rank''' || '''Experience Needed''' || ''' Estimated Hours''' | ||
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− | | '''Recruit''' || 0 | + | | '''Recruit''' || 0 || ? |
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− | | '''Novice''' || | + | | '''Novice''' || ? || ? |
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− | | '''Graduate''' || | + | | '''Graduate''' || ? || ? |
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− | | '''Professor''' || | + | | '''Professor''' || ? || ? |
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Revision as of 18:54, 8 October 2018
Contents
Science Categories, Types 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 |
Science Bonus = Race Mod * Personality Mod * Science Multiplier * SQRT( # of Books in Type ) * Amnesia Effect * Learn Effect
- Multiplier values are placeholders based on Test Server observations
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
Rank | Experience Needed | Estimated Hours |
Recruit | 0 | ? |
Novice | ? | ? |
Graduate | ? | ? |
Professor | ? | ? |
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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The Utopia Guide | |
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Introduction | Getting Started with Utopia • Creating a province • Race & Personality |
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Explore • Growth • Science • Military Mystics • Thievery • War Room • Aid • Dragon • Ritual • Stances Politics • Relations • Rankings • Preferences |
Advanced | MunkBot • Invitations • Reservations • Utopia • Province • World of Legends • Formulas |
Rules | Game Rules |