Difference between revisions of "Economy"
From The Utopian Encyclopedia
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=== Raw Income === | === Raw Income === | ||
<b>Raw Income =</b> [(2.25*Employed Peasants) + (0.75*Unemployed Peasants) + (0.5*Prisoners) + (Banks*25*BE)] | <b>Raw Income =</b> [(2.25*Employed Peasants) + (0.75*Unemployed Peasants) + (0.5*Prisoners) + (Banks*25*BE)] | ||
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===Modified Total Income=== | ===Modified Total Income=== | ||
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<b>Modified Income =</b> Raw Income * [[The_Plague|Plague]] * [[Thievery#Incite_Riots|Riots]] * Bank % Bonus * Income Sci * [[Honor#Effects|Honor Income Mod]] | <b>Modified Income =</b> Raw Income * [[The_Plague|Plague]] * [[Thievery#Incite_Riots|Riots]] * Bank % Bonus * Income Sci * [[Honor#Effects|Honor Income Mod]] | ||
* [[Race#Humans|Race]] Mod * [[Personality#The_Merchant|Personality]] Modifier * Monarchy * [[Dragons|Dragon]] | * [[Race#Humans|Race]] Mod * [[Personality#The_Merchant|Personality]] Modifier * Monarchy * [[Dragons|Dragon]] | ||
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|- | |- | ||
|} | |} | ||
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===Military Expenses / Wages=== | ===Military Expenses / Wages=== | ||
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<b>Military Expenses = </b>((Def specs + Off specs + Elites)*0.5) * Wage Rate * Arms Bonus * Race Bonus * [[Mystics#Inspire_Army|Inspire Army]] * [[Mystics#Greed|Greed]] * Stance | <b>Military Expenses = </b>((Def specs + Off specs + Elites)*0.5) * Wage Rate * Arms Bonus * Race Bonus * [[Mystics#Inspire_Army|Inspire Army]] * [[Mystics#Greed|Greed]] * Stance | ||
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| '''Aggressive Stance''' || 1.15 || 1 | | '''Aggressive Stance''' || 1.15 || 1 | ||
|} | |} | ||
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'''Note''' | '''Note''' | ||
− | : | + | :Wages are not paid to basic soldiers. |
− | :Greed affects Merchants as | + | :Greed affects Merchants as a wage penalty, not an income penalty |
+ | |||
==Population== | ==Population== | ||
===Total Population=== | ===Total Population=== | ||
<b>Raw Living Space =</b> (Built Land * 25) + (Barren Land * 15) + (Homes * Homes Mod) | <b>Raw Living Space =</b> (Built Land * 25) + (Barren Land * 15) + (Homes * Homes Mod) | ||
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<b>Mod Living Space =</b> Raw Living Space * Population Science * [[Honour#Honour_Effects|Honor Population Bonus]] * [[Race]] Bonus | <b>Mod Living Space =</b> Raw Living Space * Population Science * [[Honour#Honour_Effects|Honor Population Bonus]] * [[Race]] Bonus | ||
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|- | |- | ||
|} | |} | ||
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===Current Population=== | ===Current Population=== | ||
− | <b>Current Population =</b> Peasants + Soldiers + Off Specs + Def Specs + Elites + Troops in Training + Thieves + Thieves in Training + Wizards | + | <b>Current Population =</b> Peasants + Soldiers + Off Specs + Def Specs + Elites + Troops in Training |
+ | + Thieves + Thieves in Training + Wizards | ||
'''Note''' | '''Note''' | ||
− | :Prisoners do not | + | :Prisoners do not add to the population |
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===Available Jobs=== | ===Available Jobs=== | ||
<b>Available Jobs =</b> (Completed Buildings - Homes) * 25 | <b>Available Jobs =</b> (Completed Buildings - Homes) * 25 | ||
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===Unfilled Jobs=== | ===Unfilled Jobs=== | ||
<b>Unfilled Jobs =</b> MAX([[Economy#Available_Jobs|Available Jobs]] - Peasants - ROUNDDOWN(Prisoners / 2),0) | <b>Unfilled Jobs =</b> MAX([[Economy#Available_Jobs|Available Jobs]] - Peasants - ROUNDDOWN(Prisoners / 2),0) | ||
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===Employed Peasants=== | ===Employed Peasants=== | ||
<b>Employed Peasants =</b> MIN(Peasants,([[Economy#Available_Jobs|Available Jobs]] - ROUNDDOWN(Prisoners / 2))) | <b>Employed Peasants =</b> MIN(Peasants,([[Economy#Available_Jobs|Available Jobs]] - ROUNDDOWN(Prisoners / 2))) | ||
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===Unemployed Peasants=== | ===Unemployed Peasants=== | ||
<b>Unemployed Peasants =</b> Peasants - [[Economy#Employed_Peasants|Employed Peasants]] | <b>Unemployed Peasants =</b> Peasants - [[Economy#Employed_Peasants|Employed Peasants]] | ||
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===Employment Rate=== | ===Employment Rate=== | ||
<b>Employment Rate =</b> ([[Economy#Employed_Peasants|Employed Peasants]] / Peasants) * 100 | <b>Employment Rate =</b> ([[Economy#Employed_Peasants|Employed Peasants]] / Peasants) * 100 | ||
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[[Category:Formulas]] | [[Category:Formulas]] |
Revision as of 06:00, 16 November 2009
This is part of the Utopia WIKI Formula Series. |
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Contents
Money
Raw Income
Raw Income = [(2.25*Employed Peasants) + (0.75*Unemployed Peasants) + (0.5*Prisoners) + (Banks*25*BE)]
Modified Total Income
Modified Income = Raw Income * Plague * Riots * Bank % Bonus * Income Sci * Honor Income Mod * Race Mod * Personality Modifier * Monarchy * Dragon
Modifier Type | Active | Otherwise |
Plague modifier | 0.85 | 1 (or if Personality = Merchant) |
Riots modifier | 0.8 | 1 (or if Personality = Merchant) |
Race Modifier: Human | 1.25 | 1 |
Personality Mod: Merchant | 1.15 | 1 |
Monarchy | 1.1 | 1 |
Dragon | 0.9 | 1 |
Honor Income Bonus | Check Table |
Military Expenses / Wages
Military Expenses = ((Def specs + Off specs + Elites)*0.5) * Wage Rate * Arms Bonus * Race Bonus * Inspire Army * Greed * Stance
Modifier Type | Active | Otherwise |
Race Mod: Elf | 0.5 | 1 (unless DE) |
Race Mod: Dark Elf | 1.25 | 1 (unless Elf) |
Inspire Army | 0.85 | 1 |
Greed | 1.25 | 1 |
Aggressive Stance | 1.15 | 1 |
Note
- Wages are not paid to basic soldiers.
- Greed affects Merchants as a wage penalty, not an income penalty
Population
Total Population
Raw Living Space = (Built Land * 25) + (Barren Land * 15) + (Homes * Homes Mod) Mod Living Space = Raw Living Space * Population Science * Honor Population Bonus * Race Bonus
Modifier Type | Active | Otherwise |
Race: Gnome | 1.15 | 1 |
Honor Population Bonus | Check Table |
Current Population
Current Population = Peasants + Soldiers + Off Specs + Def Specs + Elites + Troops in Training + Thieves + Thieves in Training + Wizards
Note
- Prisoners do not add to the population
Peasants
Hourly Change
Peasants Hourly Change = Current Peasants * Birth Rate - Drafted Soldiers - Wizards Trained - Storms
- Storms kills 1.5% peasants per hour change.
- There must be enough living space for peasants to increase
- When a province is overpopulated, the number of peasants will decrease by 7% per hour change.
Employment
Available Jobs
Available Jobs = (Completed Buildings - Homes) * 25
Unfilled Jobs
Unfilled Jobs = MAX(Available Jobs - Peasants - ROUNDDOWN(Prisoners / 2),0)
Employed Peasants
Employed Peasants = MIN(Peasants,(Available Jobs - ROUNDDOWN(Prisoners / 2)))
Unemployed Peasants
Unemployed Peasants = Peasants - Employed Peasants
Employment Rate
Employment Rate = (Employed Peasants / Peasants) * 100