Difference between revisions of "Science Formulas"

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(Scientist Spawn Rate)
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=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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Each province starts with a set number of scientists assigned to the various science categories. Scientists start out as Recruits that provide no bonus, then as they progress ther provide incrementally greater benefits with each progression.
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*Recruit -> Novice = 3 Utopian days (3 hours)
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*Novice -> Graduate = 72 Utopian days (3 days)
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*Graduate -> Professor = 96 Utopian days (4 days)
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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 * [[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

Revision as of 18:09, 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, then as they progress ther provide incrementally greater benefits with each progression.

  • Recruit -> Novice = 3 Utopian days (3 hours)
  • Novice -> Graduate = 72 Utopian days (3 days)
  • Graduate -> Professor = 96 Utopian days (4 days)

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