Difference between revisions of "Exploring, Construction & Building Formulas"
From The Utopian Encyclopedia
(→Effects of Buildings) |
(→Effects of Buildings) |
||
Line 112: | Line 112: | ||
Increases Birth Rate | Increases Birth Rate | ||
− | | <div align="center"> | + | | <div align="center">8</div> |
| | | | ||
| <div align="center">4%</div> | | <div align="center">4%</div> | ||
| <div align="center">100%</div> | | <div align="center">100%</div> | ||
− | | <div align="center"> | + | | <div align="center">33</div> |
| <div align="center">0</div> | | <div align="center">0</div> | ||
|- bgcolor="#f9fafb" | |- bgcolor="#f9fafb" |
Revision as of 19:26, 4 November 2009
This is part of the Utopia WIKI Formula Series. |
|
Contents
Exploration Costs
Soldier Cost
( CurrentAcres * 2/5 + Explored Mod * 1 / 4 + 75 ) / 67 * Race Mod * War Effect
- Explored Mod = Total Land Explored - Currently Exploring - Total Land Lostin Combat
- note: Explored Mod most be higher then 0 else its 0
Modifier Type | Active | Otherwise |
War | 2 | 1 |
Dark Elf | 1.2 | 1 |
GC Costs
( 3.16 * Current Acres - 17.4 * SQRT( Current Acres ) - 50 + Explored Mod ) * War Mod * Race Mod * Mills Effect
Modifier Type | Active | Otherwise |
War | 2 | 1 |
Dark Elf | 1.2 | 1 |
Notes
- Explored Mod = Total Land Explored - Total Land Lost in Combat - Currently Exploring
- if Explored Mod is higher then 0 then the value is ???? (still in research) else its 0
Construction
Construction Time
Construction Time = 22 * Personality Mod * Builders Boon * Double Speed * Fortified
Modifier Type | Active | Otherwise |
Pers: Shepherd | 0.7 | 1 |
Builders Boon | 0.9 | 1 |
Double Speed | 0.5 | 1 |
Double Speed in Protection | 0.75 | 1 |
Fortified | 0.8 | 1 |
Construction Costs
Construction Costs = Race Mod * Mills Mod * Double Speed * 8/31 * (Land + 2900)
Modifier Type | Active | Otherwise |
Race: Dwarf | 0 | 1 |
Doublespeed | 2 | 1 |
Raze Costs
Raze Costs = (1400 + Land) / 4
Buildings
Building Efficiency
Building Efficiency = [0.5 * (Peasants + (Prisoners/2))] / [((2*Total Jobs)/3) + 1) * Science + Race + Stance - Dragon]
- NB. "Current Available Workers" given on the Internal Affairs Advisor page already takes the prisoners into account. So the number given there is "Peasants + Prisoners / 2".
- Workers Required for Maximum Effectiveness = 67% of Total Jobs filled
- Building Efficiency affects all Flat-Rate and Percentage-Based buildings.
- Building Efficiency has NO effect on Capacity buildings as well as Libraries.
Rate of Change of Building Efficiency = Formula
- Changes in Building Efficiency takes effect gradually.
Modifier Type | Active | Otherwise |
Race: Dwarf | 1.3 | 1 |
Stance: Peaceful | 1.05 | 1 |
Dragon: Gold | 0.8 | 1 |
Effects of Buildings
Percentage Based Buildings = Base Effect * BE * % of building * (1 - % of building)
Flat Rate Buildings = Base Effect * Number of Buildings * BE * Monarchy Bonus * Science
- Max Effect of a %-Based Building is 25 x Base Effect.
- With a 100% Building Efficiency, this is equivalent to building 50% of that building.
Building | Description | Capacity | Flat Rate Base
|
Percent Min
|
Percent Max | Living Space | Jobs |
---|---|---|---|---|---|---|---|
Barren Lands | Houses 15 people & Produces 2 bushels per hour | 15 pop
|
2 Bushels
|
15
|
0
| ||
Homes | Houses 15 people
Increases Birth Rate |
8
|
4%
|
100%
|
33
|
0
| |
Stables | Houses horses and increase their production rate | 60 Horses
|
1 Horse/ hour
|
25
|
25
| ||
Dungeons | Houses Prisoners of War | 20 Prisoners
|
25
|
25
| |||
Forts | Increases Defensive Military Efficiency | 1.5%
|
37.5%
|
25
|
25
| ||
Guardstations | Decrease Resource Losses when Attacked | 2%
|
50%
|
25
|
25
| ||
Barracks | Lowers Attack Time | 1.5%
|
37.5%
|
25
|
25
| ||
Hospitals | Daily Chance of Curing the Plague Decreases Military Losses |
2%
3% |
50%
75% |
25
|
25
| ||
Guilds | Wizards Trained per day
Guilds also increase the duration of your self + offensive spells, though exact effect is unknown |
2%
|
50%
|
25
|
25
| ||
Libraries | Increase in Science Effect (Unaffected by BE) | 2%
|
25
|
25
| |||
Thieves Dens | Lowers losses in Thievery Operations Bonus to TPA |
4%
3% |
100%
75% |
25
|
25
| ||
Watchtowers | Chance of Catching Enemy Thieves Decrease in Thievery Damage |
2%
3% |
50%
75% |
25
|
25
| ||
Schools | Decrease in Science Costs Protection of Books from Learns |
1.5%
3.5% |
37.5%
87.5% |
25
|
25
| ||
Training Grounds | Increases Offensive Military Efficiency | 1.5%
|
37.5%
|
25
|
25
| ||
Mills | Decreases Build Costs (Max of 99%) Decreases Exploration Costs |
4%
3% |
99%
75% |
25
|
25
| ||
Banks | Produces $25 per day Increase in Income |
$25 / hour
|
1.5%
|
37.5%
|
25
|
25
| |
Armouries | Decreases Draft Costs Reduction of Wages Decreases Training Costs |
2%
2% 1.5% |
50%
50% 37.5% |
25
|
25
| ||
Towers | Produces 12 runes per day | 12 Runes / hour | 25
|
25
| |||
Farms | Produces 70 bushels per day | 70 Bushels / hour | 25
|
25
| |||
Building | Description | Capacity | Flat Rate Base
|
Percent Min
|
Percent Max | Living Space | Jobs |