Difference between revisions of "Science Formulas"

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| '''Science Category''' || '''Type''' || '''Effect''' || ''' Multiplier'''  
 
| '''Science Category''' || '''Type''' || '''Effect''' || ''' Multiplier'''  
 
|-
 
|-
| '''Economy''' || Alchemy ||Income ||  
+
| '''Economy''' || Alchemy ||Income || ~0.476
 
|-
 
|-
| '''Economy''' || Tools || Building Effectiveness ||  
+
| '''Economy''' || Tools || Building Effectiveness || ~0.338
 
|-
 
|-
| '''Economy''' || Housing || Population Limits ||
+
| '''Economy''' || Housing || Population Limits || ~0.204
 
|-
 
|-
| '''Economy''' || Production || Food & Rune Production ||  
+
| '''Economy''' || Production || Food & Rune Production || ~1.63
 
|-
 
|-
| '''Economy''' || Bookkeeping || Wage Reduction ||  
+
| '''Economy''' || Bookkeeping || Wage Reduction || ~0.44
 
|-
 
|-
| '''Economy''' || Artisan || Construction Time Reduction & Construction Cost Reduction ||  
+
| '''Economy''' || Artisan || Construction Time Reduction & Construction Cost Reduction || ~0.3
 
|-
 
|-
| '''Warfare''' || Strategy || Defensive Military Efficiency ||  
+
| '''Warfare''' || Strategy || Defensive Military Efficiency || ~0.272
 
|-
 
|-
| '''Warfare''' || Siege || Battle Gains ||  
+
| '''Warfare''' || Siege || Battle Gains || ~0.2
 
|-
 
|-
| '''Warfare''' || Tactics || Offensive Military Efficiency ||  
+
| '''Warfare''' || Tactics || Offensive Military Efficiency || ~0.306
 
|-
 
|-
| '''Warfare''' || Valor || Reduced Military Train Time & Increased Dragon Slaying Strength ||
+
| '''Warfare''' || Valor || Reduced Military Train Time & Increased Dragon Slaying Strength || ~0.37
 
|-
 
|-
| '''Warfare''' || Heroism || Draft Speed & Draft Costs Reduction ||
+
| '''Warfare''' || Heroism || Draft Speed & Draft Costs Reduction || ~0.272
 
|-
 
|-
| '''Arcane Arts''' || Crime || Thievery Effectiveness ||  
+
| '''Arcane Arts''' || Crime || Thievery Effectiveness || ~1.02
 
|-
 
|-
| '''Arcane Arts''' || Channeling ||Magic Effectiveness ||
+
| '''Arcane Arts''' || Channeling ||Magic Effectiveness || ~1.22
 
|-
 
|-
| '''Arcane Arts''' || Shielding || Reduced Damage from Enemy Thievery and Magic Instant Operations ||
+
| '''Arcane Arts''' || Shielding || Reduced Damage from Enemy Thievery and Magic Instant Operations || ~0.23
 
|-
 
|-
| '''Arcane Arts''' || Cunning || Increased Thievery and Magic Instant Operation Damage ||
+
| '''Arcane Arts''' || Cunning || Increased Thievery and Magic Instant Operation Damage || ~0.338
 
|-
 
|-
| '''Arcane Arts''' || Invocation || Ritual Rune Cost Reduction ||
+
| '''Arcane Arts''' || Invocation || Ritual Rune Cost Reduction || ~0.4
 
|}
 
|}
  

Revision as of 13:51, 4 December 2018

Science Categories, Types and Effects

Science Category Type Effect Multiplier
Economy Alchemy Income ~0.476
Economy Tools Building Effectiveness ~0.338
Economy Housing Population Limits ~0.204
Economy Production Food & Rune Production ~1.63
Economy Bookkeeping Wage Reduction ~0.44
Economy Artisan Construction Time Reduction & Construction Cost Reduction ~0.3
Warfare Strategy Defensive Military Efficiency ~0.272
Warfare Siege Battle Gains ~0.2
Warfare Tactics Offensive Military Efficiency ~0.306
Warfare Valor Reduced Military Train Time & Increased Dragon Slaying Strength ~0.37
Warfare Heroism Draft Speed & Draft Costs Reduction ~0.272
Arcane Arts Crime Thievery Effectiveness ~1.02
Arcane Arts Channeling Magic Effectiveness ~1.22
Arcane Arts Shielding Reduced Damage from Enemy Thievery and Magic Instant Operations ~0.23
Arcane Arts Cunning Increased Thievery and Magic Instant Operation Damage ~0.338
Arcane Arts Invocation Ritual Rune Cost Reduction ~0.4
Science Bonus = ( # of Books in Type )^(1/3) * Science Multiplier * Race Mod * Personality Mod * Amnesia Effect * Learn Effect

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.
  • Inactive provinces do not produce books.
Scientists Spawn Rate = X * Race Mod * Laboratories Effect * Revelation Mod
Rank Experience Book Production
Recruit 0-2399 100
Novice 2400-13199 150
Graduate 13200-27599 200
Professor 27600+ 250

Science Networth

Each book is worth ~0.00 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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