Difference between revisions of "Exploring, Construction & Building Formulas"
From The Utopian Encyclopedia
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Revision as of 14:04, 27 June 2011
Contents
Exploration Costs
Soldier Cost
3 + 1/210 * ( Land - 300 + Min ( Land - 300, ( Land Explored - Land Lost ) / 2 ) )^1.03
GC Costs
! | The information or formula below is not up to date. Please refer to the Construction & Building Formulas discussions tab to contribute to ongoing research or start a new topic. |
( 3.16 * Current Acres - 17.4 * SQRT( Current Acres ) - 50 + Explored Mod ) * Personality Mod * War Mod * Fortified * Mills Effect
- Explored Mod = Total Land Explored - Total Land Lost in Combat - Currently Exploring
- if Explored Mod is higher than 0 then the value is ???? (still in research) else it is 0
Modifier Type | Active | Otherwise |
Pers: Shepherd | 0.7 | 1 |
War | 2 | 1 |
Fortified | 2 | 1 |
Construction
Construction Time
Construction Time = 16 * 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 * Personality Mod * Mills Mod * Double Speed * 8/31 * (Land + 2900)
Modifier Type | Active | Otherwise |
Race: Dwarf | 0 | 1 |
Pers: Shepherd | 0.7 | 1 |
Doublespeed | 2 | 1 |
Raze Costs
Raze Costs = (1400 + Land) / 4
Buildings
Building Efficiency
Available Workers = Peasants + ROUNDDOWN(Prisoners / 2) Optimal Workers = ROUNDDOWN(Total Jobs * 0.67) % Jobs Performed = MIN(Available Workers / Optimal Workers, 1) Building Efficiency = [0.5 * (1 + % Jobs Performed)* Stance * Science * Dragon] + Race + Personality
- The "Current Available Workers" value, provided by the Internal Affairs Adviser page, already takes prisoners into account.
- Building Efficiency affects all Flat Rate and Percentage-Based buildings.
- Building Efficiency has NO effect on Capacity Buildings as well as Libraries.
Building Efficiency Change Rate = Formula
- Changes in Building Efficiency take effect gradually.
Modifier Type | Active | Otherwise |
Race: Dwarf | 0.2 | 0 |
Stance: Fortified | 1.20 | 1 |
Dragon: Gold | 0.75 | 1 |
Building Effects
Percentage Based Buildings = Base Effect * BE * % of building * (100% - % 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.
Build Table
Building | Capacity | Flat Rate Base | Percent Base Effect | Percent Max | Living Space | Jobs | Description |
---|---|---|---|---|---|---|---|
Barren Lands | 15 People | 2 Bushels | 15 | 0 | Houses 15 people and Produces 2 bushels per hour (Unaffected by BE) | ||
Homes | 8 People | 4% | 100% | 33 | 0 | Houses 33 people and Increases Birth Rate | |
Stables | 60 Horses | 1 Horse | 25 | 25 | Houses horses and increase their production rate | ||
Dungeons | 20 Prisoners | 25 | 25 | Houses Prisoners of War | |||
Forts | 1.5% | 37.5% | 25 | 25 | Increases Defensive Military Efficiency | ||
Guard Stations | 2% | 50% | 25 | 25 | Decrease Resource Losses when Attacked | ||
Barracks | 1.5% | 37.5% | 25 | 25 | Lowers Attack Time | ||
Hospitals | 2% 3% |
50% 75% |
25 | 25 | Daily Chance of Curing the Plague Decreases Military Losses | ||
Guilds | 0.02 Wizards | 25 | 25 | Wizards Trained per day Guilds also increase spell duration | |||
Libraries | 2% | 50% | 25 | 25 | Increase in Science Effect (Unaffected by BE) | ||
Thieves Dens | 4% 3% |
95% 75% |
25 | 25 | Lowers losses in Thievery Operations Bonus to TPA | ||
Watchtowers | 2% 3% |
50% 75% |
25 | 25 | Chance of Catching Enemy Thieves Rate of Repelling Individual Enemy Thieves | ||
Schools | 1.5% 3.5% |
37.5% 87.5% |
25 | 25 | Decrease in Science Costs Protection of Books from Learns | ||
Training Grounds | 1.5% | 37.5% | 25 | 25 | Increases Offensive Military Efficiency | ||
Mills | 4% 3% |
99% 75% |
25 | 25 | Decreases Build Costs (Max of 99%) Decreases Exploration Costs | ||
Banks | 25gc | 1.25% |
31.25% |
25 | 25 | Produces 25gc per day Increase in Income | |
Armouries | 2% 2% 1.5% |
50% 50% 37.5% |
25 | 25 | Decreases Draft Costs Reduction of Wages Decreases Training Costs | ||
Towers | 12 Runes | 25 | 25 | Produces 12 runes per day | |||
Farms | 70 Bushels | 25 | 25 | Produces 70 bushels per day | |||
Building | Capacity | Flat Rate Base | Percent Min | Percent Max | Living Space | Jobs | Description |