Difference between revisions of "Economy"
From The Utopian Encyclopedia
m (→Modified Total Income) |
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===Hourly Change=== | ===Hourly Change=== | ||
− | <b>Peasants Hourly Change =</b> Current Peasants * Birth Rate - Drafted Soldiers - Wizards Trained | + | <b>Peasants Hourly Change =</b> (Current Peasants * ((Birth Rate + Love & Peace) * Chastity - Storms)) - Drafted Soldiers - Wizards Trained) |
+ | |||
+ | {{Mods}} | ||
+ | |- | ||
+ | | '''Love & Peace''' || 0.85% || 0 | ||
+ | |- | ||
+ | | '''Storms''' || 1.5% || 0 | ||
+ | |- | ||
+ | | '''Chastity''' || 0 || 1 | ||
+ | |} | ||
* base birth rate is 2.05% and ranges from 1.9457% up to 2.1525% ( ± 5% of 2.05% ) | * 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 | * There must be enough living space for peasants to increase |
Revision as of 00:21, 15 December 2013
Contents
Money
Gold Coin (1gc or $1) is Utopian Currency, the base of Utopian Economics.
Banks and population produce money, wizards could cast it from Tree of Gold.
Spend money on Exploration, Building, Training and Wages.
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 Mod * 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
Note
- Honor Bonuses are calculated as 1+(Personality Mod * Base Honor 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 + Love & Peace) * Chastity - Storms)) - Drafted Soldiers - Wizards Trained)
Modifier Type | Active | Otherwise |
Love & Peace | 0.85% | 0 |
Storms | 1.5% | 0 |
Chastity | 0 | 1 |
- 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