Difference between revisions of "Science Formulas"
Utopia wolf (talk | contribs) (Current age to 72) |
Utopia wolf (talk | contribs) (Merged science into science formulas) |
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<b>Science Bonus =</b> [[Race]] Mod * [[Personality]] Mod * Min(Science Multiplier * Skill points , Science Cap) | <b>Science Bonus =</b> [[Race]] Mod * [[Personality]] Mod * Min(Science Multiplier * Skill points , Science Cap) | ||
− | <b> | + | <b>Race Mod: [[Race#The_Undead|Undead]] =</b>0.85 to all science |
− | + | <b>Personality Mod: [[Personality#The_Sage|Sage]] =</b>1.25 to all science | |
− | + | <b>Personality Mod: [[Personality#The_Heretic|Heretic]] =</b>1.2 to Magic Science | |
+ | <b>Personality Mod: [[Personality#The_Heretic|Heretic]] =</b>1.2 to Thievery Science | ||
+ | <b>Personality Mod: [[Personality#The_Mystic|Mystic]] =</b>1.75 to Magic Science | ||
+ | <b>Personality Mod: [[Personality#The_Rogue|Rogue]] =</b>1.5 to Thievery Science | ||
{| cellpadding="4" | {| cellpadding="4" | ||
|-bgcolor="#dedeff" | |-bgcolor="#dedeff" | ||
− | | '''Science Category''' || '''Multiplier''' || '''Cap''' || '''Scientist Cap''' | + | | '''Science Category''' || '''Effect''' || '''Prof Multiplier''' || '''Cap''' || '''Scientist Cap''' |
|- | |- | ||
− | | '''Alchemy''' || 1% || 30% || 30 | + | | '''Alchemy''' || Income || 1% || 30% || 30 |
|- | |- | ||
− | | '''Tools''' || 0.66% || 20% || 31 | + | | '''Tools''' || Building Effectiveness || 0.66% || 20% || 31 |
|- | |- | ||
− | | '''Housing''' || 0.4% || 15% || 38 | + | | '''Housing''' || Population Limits || 0.4% || 15% || 38 |
|- | |- | ||
− | | ''' | + | | '''Production''' || Food & Rune Production || 4% || 120% || 30 |
|- | |- | ||
− | | '''Military''' || 0.4% || 15% || 38 | + | | '''Military''' || Military Efficiency || 0.4% || 15% || 38 |
|- | |- | ||
− | | ''' | + | | '''Crime''' || Thievery Effectiveness || 3.33% || 100% || 31 |
|- | |- | ||
− | | '''Channeling''' || 4% || 125% || 32 | + | | '''Channeling''' || Magic Effectiveness || 4% || 125% || 32 |
|} | |} | ||
=Scientist Spawn Rate= | =Scientist Spawn Rate= | ||
− | + | Each province starts with a set number of scientists assigned to the various science categories. Scientists start out as Recruits that provide no bonus; after 3 Utopian days (3 hours), a Recruit becomes a Novice and begins to provide a bonus to the assigned science category. The scientist then progresses from Novice to Graduate to Professor, providing incrementally greater benefits with each progression. Scientists can be re-assigned at any time, but revert to Recruit level when doing so. Every tick each province builds progress towards a new random scientist. Laboratories increase the rate of this progress. | |
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− | = | + | <b>Scientists Spawn Rate =</b> Raw Spawn rate * [[Race]] Mod * [[Personality]] Mod * [[Exploring,_Construction_%26_Building_Formulas#Effects_of_Buildings|Laboratories Effect]] * [[Mystics#Revelation|Revelation]] Mod |
− | <b> | + | <b>Raw Spawn rate =</b> 1.5-2/day base |
+ | <b>Spawn rate with Revelation =</b> 2.5-3/day base | ||
+ | <b>Race: [[Race#Humans|Human]] =</b>1.25 | ||
+ | <b>Race: All non-humans =</b>1 | ||
+ | <b>Spell: [[Mystics#Revelation|Revelation]] =</b>1.3 | ||
− | + | ==Abduct Attacks== | |
+ | Through combat, you can abduct scientists from another province. Universities protect a province from abduction. | ||
− | = | + | =Scientist Networth= |
− | |||
− | + | <b>Networth Per scientist =</b> Currently Unknown | |
+ | -Current estimates put the Networth per scientist as 2.6 gc per in game day of experience with professors worth 462.8 Gc | ||
− | + | =Out Dated science formulas Saved for reference only= | |
'''NOTE: These formulas apply to the old books system of science. In Age 69, books were replaced by scientists.''' | '''NOTE: These formulas apply to the old books system of science. In Age 69, books were replaced by scientists.''' | ||
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-From Ages ?? to 68 Science formulas worked as follows | -From Ages ?? to 68 Science formulas worked as follows | ||
− | Science Effects | + | ===Science Effects=== |
<b>Books per Acre =</b> Books / MAX(Acres,300) | <b>Books per Acre =</b> Books / MAX(Acres,300) | ||
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|} | |} | ||
− | Science Costs | + | ===Science Costs=== |
<b>Science Cost =</b> Raw Cost (''Table Below'') * [[Race]] Mod * [[Exploring,_Construction_%26_Building_Formulas#Effects_of_Buildings|Schools Effect]] | <b>Science Cost =</b> Raw Cost (''Table Below'') * [[Race]] Mod * [[Exploring,_Construction_%26_Building_Formulas#Effects_of_Buildings|Schools Effect]] | ||
Revision as of 06:45, 28 May 2017
Contents
Science Effects
Science Bonus = Race Mod * Personality Mod * Min(Science Multiplier * Skill points , Science Cap)
Race Mod: Undead =0.85 to all science Personality Mod: Sage =1.25 to all science Personality Mod: Heretic =1.2 to Magic Science Personality Mod: Heretic =1.2 to Thievery Science Personality Mod: Mystic =1.75 to Magic Science Personality Mod: Rogue =1.5 to Thievery Science
Science Category | Effect | Prof Multiplier | Cap | Scientist Cap |
Alchemy | Income | 1% | 30% | 30 |
Tools | Building Effectiveness | 0.66% | 20% | 31 |
Housing | Population Limits | 0.4% | 15% | 38 |
Production | Food & Rune Production | 4% | 120% | 30 |
Military | Military Efficiency | 0.4% | 15% | 38 |
Crime | Thievery Effectiveness | 3.33% | 100% | 31 |
Channeling | Magic Effectiveness | 4% | 125% | 32 |
Scientist Spawn Rate
Each province starts with a set number of scientists assigned to the various science categories. Scientists start out as Recruits that provide no bonus; after 3 Utopian days (3 hours), a Recruit becomes a Novice and begins to provide a bonus to the assigned science category. The scientist then progresses from Novice to Graduate to Professor, providing incrementally greater benefits with each progression. Scientists can be re-assigned at any time, but revert to Recruit level when doing so. Every tick each province builds progress towards a new random scientist. Laboratories increase the rate of this progress.
Scientists Spawn Rate = Raw Spawn rate * Race Mod * Personality Mod * Laboratories Effect * Revelation Mod
Raw Spawn rate = 1.5-2/day base Spawn rate with Revelation = 2.5-3/day base Race: Human =1.25 Race: All non-humans =1 Spell: Revelation =1.3
Abduct Attacks
Through combat, you can abduct scientists from another province. Universities protect a province from abduction.
Scientist Networth
Networth Per scientist = Currently Unknown
-Current estimates put the Networth per scientist as 2.6 gc per in game day of experience with professors worth 462.8 Gc
Out Dated science formulas Saved for reference only
NOTE: These formulas apply to the old books system of science. In Age 69, books were replaced by scientists.
-From Ages ?? to 68 Science formulas worked as follows
Science Effects
Books per Acre = Books / MAX(Acres,300)
Science Bonus = Race Mod * Personality Mod * Science Multiplier * SQRT( Books per Acre ) * Library Effect
Science Category | Multiplier |
Alchemy | 1.4 |
Tools | 1 |
Housing | 0.65 |
Food | 8 |
Military | 0.52 |
Thievery | 6 |
Channeling | 6 |
Science Costs
Science Cost = Raw Cost (Table Below) * Race Mod * Schools Effect
Science Rate | BPA | GC / Book | GC / Acre | |
No Research | 0 | 0 | 0 | |
Minimal | 0.3 | 6 | 1.8 | |
Limited | 0.4 | 7 | 2.8 | |
Sustained | 0.5 | 9 | 4.5 | |
Active | 0.7 | 13 | 9.1 | |
Focused | 0.9 | 17 | 15.3 | |
Accelerated | 1.2 | 22 | 26.4 | |
Intensive | 1.5 | 27 | 40.5 | |
Rushed | 2.0 | 36 | 72.0 | |
Extreme | 3.0 | 50 | 150.0 |