Difference between revisions of "Science Formulas"

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m (Scientist Networth)
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=Scientist Networth=
 
=Scientist Networth=
  
  <b>Networth Per scientist =</b> Currently Unknown
+
  <b>Networth Per Scientist =</b> ~44gc * tick of experience
  
-Current estimates put the Networth per scientist as 2.6 gc per in game day of experience with professors worth 462.8 Gc
+
<b>Networth Per Recruit =</b> ~44gc
 +
<b>Networth Per Novice =</b> ~132gc
 +
<b>Networth Per Graduate =</b> ~3,300gc
 +
<b>Networth Per Professor =</b> ~7,392gc
  
 
=Out Dated science formulas Saved for reference only=
 
=Out Dated science formulas Saved for reference only=

Revision as of 18:02, 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 = ~44gc * tick of experience
Networth Per Recruit = ~44gc
Networth Per Novice = ~132gc
Networth Per Graduate = ~3,300gc
Networth Per Professor = ~7,392gc

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