Difference between revisions of "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>Race Mod: [[Race#The_Undead|Undead]] =</b>0.85 to all science
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  <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_Sage|Sage]] =</b> 1.25 to all science
  <b>Personality Mod: [[Personality#The_Heretic|Heretic]] =</b>1.2 to Magic Science
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  <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
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  <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_Mystic|Mystic]] =</b> 1.75 to Magic Science
  <b>Personality Mod: [[Personality#The_Rogue|Rogue]] =</b>1.5 to Thievery Science
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  <b>Personality Mod: [[Personality#The_Rogue|Rogue]] =</b> 1.5 to Thievery Science
  
 
  <b>Skill points =</b> Number of Novices + 1.5 * Number of Graduates + 2 * Number of Professors
 
  <b>Skill points =</b> Number of Novices + 1.5 * Number of Graduates + 2 * Number of Professors
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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.
 
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.
  
  <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>Scientists Spawn Rate =</b> Raw Spawn rate * [[Race]] Mod * [[Exploring,_Construction_%26_Building_Formulas#Effects_of_Buildings|Laboratories Effect]] * [[Mystics#Revelation|Revelation]] Mod
  
 
  <b>Raw Spawn rate =</b> 1.5-2/day base
 
  <b>Raw Spawn rate =</b> 1.5-2/day base
<b>Spawn rate with Revelation =</b> 2.5-3/day base
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  <b>Race: [[Race#Humans|Human]] =</b> 1.25
  <b>Race: [[Race#Humans|Human]] =</b>1.25
+
  <b>Race: All non-humans =</b> 1
  <b>Race: All non-humans =</b>1
+
  <b>Spell: [[Mystics#Revelation|Revelation]] =</b> 1.3
  <b>Spell: [[Mystics#Revelation|Revelation]] =</b>1.3
 
  
 
==Abduct Attacks==
 
==Abduct Attacks==

Revision as of 06:51, 28 May 2017

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
Skill points = Number of Novices + 1.5 * Number of Graduates + 2 * Number of Professors
Science Category Effect Multiplier Cap Scientist Cap
Alchemy Income 0.5 30% 30
Tools Building Effectiveness 0.33 20% 31
Housing Population Limits 0.2 15% 38
Production Food & Rune Production 2 120% 30
Military Military Efficiency 0.2 15% 38
Crime Thievery Effectiveness 1.65 100% 31
Channeling Magic Effectiveness 2 125% 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 * Laboratories Effect * Revelation Mod
Raw Spawn rate = 1.5-2/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