Difference between revisions of "Economy"
From The Utopian Encyclopedia
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=== Raw Income === | === Raw Income === | ||
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:Greed affects Merchants as a wage penalty, not an income penalty | :Greed affects Merchants as a wage penalty, not an income penalty | ||
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===Total Population=== | ===Total Population=== | ||
<b>Raw Living Space =</b> ((Built Land + Land in progress) * 25) + (Barren Land * 15) + (Homes * 8) | <b>Raw Living Space =</b> ((Built Land + Land in progress) * 25) + (Barren Land * 15) + (Homes * 8) | ||
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==Peasants== | ==Peasants== | ||
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===Hourly Change=== | ===Hourly Change=== | ||
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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=== | ||
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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=== |
Revision as of 08:20, 10 November 2011
Contents
Money
Raw Income
Raw Income = (2.75 * Employed Peasants) + (2.75/3 * 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
Military Expenses / Wages
Military Expenses = ((Def specs + Off specs + Elites)*0.5) * Wage Rate * Arms Bonus * Race Bonus * Inspire Army * Greed * Stance
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 + Land in progress) * 25) + (Barren Land * 15) + (Homes * 8) Mod Living Space = (((Raw Living Space - Homes Bonus) * Race Bonus) + Homes Bonus) * Population Science * Honor Population Bonus
Current Population
Current Population = Peasants + Soldiers + Off Specs + Off Specs in Training + Def Specs + Def Specs in Training + Elites + Elites 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
- base birth rate is 2.05% and ranges from 1.9457% up to 2.1525% (+/-5% of 2.05%)
- 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