Difference between revisions of "Exploring, Construction & Building Formulas"
From The Utopian Encyclopedia
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! {{LightGreenCell}}|Homes | ! {{LightGreenCell}}|Homes | ||
− | | | + | | 10 People |
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| 4% | | 4% | ||
| 100% | | 100% | ||
− | | | + | | 35 |
| 0 | | 0 | ||
| align="left"|Houses 33 people and Increases Birth Rate | | align="left"|Houses 33 people and Increases Birth Rate | ||
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! {{LightGreenCell}}|Stables | ! {{LightGreenCell}}|Stables | ||
− | | | + | | 80 Horses |
| 1 Horse | | 1 Horse | ||
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Revision as of 21:18, 8 April 2014
Contents
Exploration Costs
Outdated as of age 54. New formula applied in Age 55 that is not yet known.
Soldier Cost
Exploration Soldier Cost = ROUND (3 + Metric/210 * Race * Personality * Stance)
GC Costs
Exploration Gold Cost = ROUNDDOWN ((600 + 2.3 * Metric) * Race * Personality * Stance * Mills)
where
Metric = ( Full Metric + Half Metric )1.12 Full Metric = Total Land - 300 Half Metric = MIN (Full Metric / 2 , [Land Explored - Land Lost] / 2)
Construction
Construction Time
Construction Time = 16 * Personality Mod * Builders Boon * Double Speed * Fortified
Modifier Type | Active | Otherwise |
Builders Boon | 0.9 | 1 |
Double Speed | 0.5 | 1 |
Double Speed in Protection | 0.75 | 1 |
Fortified | 0.75 | 1 |
Construction Costs
Construction Costs = Race Mod * Personality Mod * Mills Mod * Double Speed * 2/31 * (land + 11600)
Modifier Type | Active | Otherwise |
Race: Dwarf | 0 | 1 |
Pers: Shepherd | 0.7 | 1 |
Double Speed | 2 | 1 |
Raze Costs
Raze Costs = 350 + (0.0625 * Total land)
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)) * Race * Stance * Science * Dragon ] + 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 | 0.25 | 0 |
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 | 10 People | 4% | 100% | 35 | 0 | Houses 33 people and Increases Birth Rate | |
Stables | 80 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 |
Related Links:
Buildings | |
---|---|
Civil Buildings | Barren Lands • Homes • Farms • Mills • Banks |
Military Buildings | Training Grounds • Armouries • Barracks • Forts • Guard Stations • Hospitals • Stables • Dungeons |
Thievery and Mystic Buildings | Guilds • Towers • Thieves' Dens • Watchtowers |
Science Buildings | Universities • Libraries |