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 | + | <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 | + | <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_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 | + | <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 | + | <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>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
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
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 |