Difference between revisions of "Science Formulas"
From The Utopian Encyclopedia
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<b>Science Bonus =</b> ( # of Books in Type )^(1/2.125) * Science Multiplier * [[Race]] Mod * [[Personality]] Mod * [[Mystics#Amnesia|Amnesia Effect]] * [[Attacking_%26_Defending#Attack_Type|Learn Effect]] * [[Mystics#Scientific Insights|Scientific Insights]] Mod | <b>Science Bonus =</b> ( # of Books in Type )^(1/2.125) * Science Multiplier * [[Race]] Mod * [[Personality]] Mod * [[Mystics#Amnesia|Amnesia Effect]] * [[Attacking_%26_Defending#Attack_Type|Learn Effect]] * [[Mystics#Scientific Insights|Scientific Insights]] Mod | ||
− | =Scientists and Books= | + | ==Scientists and Books== |
*Each province starts with a set number of scientists assigned to the three science Categories (<b>Economy, Military, Arcane Arts</b>). <br> | *Each province starts with a set number of scientists assigned to the three science Categories (<b>Economy, Military, Arcane Arts</b>). <br> | ||
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− | =Science Networth= | + | == Science Networth == |
Books are worth [0.000007 * Current Land] points. | Books are worth [0.000007 * Current Land] points. | ||
− | =Obsolete and historical data - saved for reference= | + | == Re-assigning Scientists == |
+ | |||
+ | Re-assigning scientists drops them back to a recruit. Refer to this forum post for a discussion on this topic: http://forums.utopia-game.com/showthread.php?639982-A-Question-About-Ticks-amp-Buildings | ||
+ | |||
+ | == Obsolete and historical data - saved for reference == | ||
Historical information on science systems and formulas can be found here: '''[[Science: Obsolete and historical data]]''' | Historical information on science systems and formulas can be found here: '''[[Science: Obsolete and historical data]]''' | ||
Revision as of 10:09, 1 January 2021
Contents
Science Categories, Types and Effects
Science Category | Type | Effect | Multiplier |
Economy | Alchemy | Income | ~0.0724 |
Economy | Tools | Building Effectiveness | ~0.0524 |
Economy | Housing | Population Limits | ~0.0262 |
Economy | Production | Food & Rune Production | ~0.2492 |
Economy | Bookkeeping | Wage Reduction | ~0.068 |
Economy | Artisan | Construction Time Reduction, Construction & Raze Cost Reduction | ~0.0478 |
Military | Strategy | Defensive Military Efficiency | ~0.0367 |
Military | Siege | Battle Gains | ~0.0262 |
Military | Tactics | Offensive Military Efficiency | ~0.0367 |
Military | Valor | Reduced Military Train Time & Increased Dragon Slaying Strength | ~0.0582 |
Military | Heroism | Draft Speed & Draft Costs Reduction | ~0.0418 |
Arcane Arts | Crime | Thievery Effectiveness | ~0.1557 |
Arcane Arts | Channeling | Magic Effectiveness | ~0.1875 |
Arcane Arts | Shielding | Reduced Damage from Enemy Thievery and Magic Instant Operations | ~0.0314 |
Arcane Arts | Cunning | Increased Thievery and Magic Instant Operation Damage | ~0.0472 |
Arcane Arts | Invocation | Ritual Rune Cost Reduction | ~0.0622 |
Science Bonus = ( # of Books in Type )^(1/2.125) * Science Multiplier * Race Mod * Personality Mod * Amnesia Effect * Learn Effect * Scientific Insights Mod
Scientists and Books
- Each province starts with a set number of scientists assigned to the three science Categories (Economy, Military, 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, Military, 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.
- Science over 5000 BPA will slowly decay outside War.
Scientists Spawn Rate = 1.25 * Race Mod * Laboratories Effect * Revelation Mod
Rank | Experience | Book Production |
Recruit | 0-2399 | 100 |
Novice | 2400-8159 | 120 |
Graduate | 8160-18239 | 140 |
Professor | 18240+ | 160 |
- Personalities gain a passive bonus to book production, as follows:
Personality | Category | Bonus |
Artisan | Economy | +25% |
Cleric | Economy | +25% |
Raider | Economy | +25% |
Tactician | Military | +25% |
War Hero | Military | +25% |
Warrior | Military | +25% |
Heretic | Arcane Arts | +25% |
Mystic | Arcane Arts | +25% |
Rogue | Arcane Arts | +25% |
Science Networth
Books are worth [0.000007 * Current Land] points.
Re-assigning Scientists
Re-assigning scientists drops them back to a recruit. Refer to this forum post for a discussion on this topic: http://forums.utopia-game.com/showthread.php?639982-A-Question-About-Ticks-amp-Buildings
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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