Difference between revisions of "Exploring, Construction & Building Formulas"
From The Utopian Encyclopedia
Crystopher (talk | contribs) (Undo revision 7451 by Crystopher (talk)) |
Crystopher (talk | contribs) (→Build Table: Rearranged rows to be consistent with the Internal Affairs page) |
||
Line 87: | Line 87: | ||
== Build Table == | == Build Table == | ||
+ | Note: Capacity buildings are not affected by Building Efficiency (i.e., Homes, Stables, Dungeons can hold the specified number regardless of BE). | ||
{| class="wikitable sortable" {{GreenTable}} | {| class="wikitable sortable" {{GreenTable}} | ||
|- {{DarkGreenRow}} | |- {{DarkGreenRow}} | ||
Line 92: | Line 93: | ||
|- bgcolor=#f9fafb | |- bgcolor=#f9fafb | ||
− | ! {{LightGreenCell}}|Barren Land | + | ! {{LightGreenCell}}|Barren Land |
| 15 People | | 15 People | ||
| 2 Bushels | | 2 Bushels | ||
Line 109: | Line 110: | ||
| 35 | | 35 | ||
| 0 | | 0 | ||
− | | align="left"|Houses 35 people and Increases Birth Rate | + | | align="left"|Houses 35 people and Increases Birth Rate |
|- bgcolor=#f9fafb | |- bgcolor=#f9fafb | ||
− | ! {{LightGreenCell}}| | + | ! {{LightGreenCell}}|Farms |
− | | | + | | |
− | | | + | | 70 Bushels |
| | | | ||
| | | | ||
| 25 | | 25 | ||
| 25 | | 25 | ||
− | | align="left"| | + | | align="left"|Produces 70 bushels per day |
|- bgcolor=#f9fafb | |- bgcolor=#f9fafb | ||
− | ! {{LightGreenCell}}| | + | ! {{LightGreenCell}}|Mills |
− | |||
| | | | ||
| | | | ||
+ | | 4%<br>3%<br>2% | ||
+ | | 99%<br>75%<br>?% | ||
+ | | 25 | ||
+ | | 25 | ||
+ | | align="left"|Decreases [[Exploring,_Construction_%26_Building_Formulas#Construction_Costs|Build Costs]] (Max of 99%)<br>Decreases [[Exploring,_Construction_%26_Building_Formulas#Exploration_Costs|Gold Exploration Costs]]<br>Decreases [[Exploring,_Construction_%26_Building_Formulas#Exploration_Costs|Soldier Exploration Costs]] | ||
+ | |||
+ | |- bgcolor=#f9fafb | ||
+ | ! {{LightGreenCell}}|Banks | ||
| | | | ||
+ | | 25gc | ||
+ | | <br>1.25% | ||
+ | | <br>31.25% | ||
| 25 | | 25 | ||
| 25 | | 25 | ||
− | | align="left"| | + | | align="left"|Produces 25gc per day<br>Increase in Income |
|- bgcolor=#f9fafb | |- bgcolor=#f9fafb | ||
− | ! {{LightGreenCell}}| | + | ! {{LightGreenCell}}|Training Grounds |
| | | | ||
| | | | ||
− | | | + | | 1.5% |
| 37.5% | | 37.5% | ||
| 25 | | 25 | ||
| 25 | | 25 | ||
− | | align="left"|Increases | + | | align="left"|Increases [[Offensive Military Efficiency]] |
|- bgcolor=#f9fafb | |- bgcolor=#f9fafb | ||
− | ! {{LightGreenCell}}| | + | ! {{LightGreenCell}}|Armouries |
| | | | ||
| | | | ||
− | | 2% | + | | 2%<br>2%<br>1.5% |
− | | 50% | + | | 50%<br>50%<br>37.5% |
| 25 | | 25 | ||
| 25 | | 25 | ||
− | | align="left"| | + | | align="left"|Decreases Draft Costs<br>Reduction of Wages<br>Decreases Training Costs |
|- bgcolor=#f9fafb | |- bgcolor=#f9fafb | ||
− | ! {{LightGreenCell}}|Barracks | + | ! {{LightGreenCell}}|Military Barracks |
| | | | ||
| | | | ||
Line 160: | Line 171: | ||
| 25 | | 25 | ||
| align="left"|Lowers Attack Time | | align="left"|Lowers Attack Time | ||
+ | |||
+ | |- bgcolor=#f9fafb | ||
+ | ! {{LightGreenCell}}|Forts | ||
+ | | | ||
+ | | | ||
+ | | 2.0% | ||
+ | | 37.5% | ||
+ | | 25 | ||
+ | | 25 | ||
+ | | align="left"|Increases Defensive Military Efficiency | ||
+ | |||
+ | |- bgcolor=#f9fafb | ||
+ | ! {{LightGreenCell}}|Guard Stations | ||
+ | | | ||
+ | | | ||
+ | | 2% | ||
+ | | 50% | ||
+ | | 25 | ||
+ | | 25 | ||
+ | | align="left"|Decrease Resource Losses when Attacked | ||
|- bgcolor=#f9fafb | |- bgcolor=#f9fafb | ||
Line 183: | Line 214: | ||
|- bgcolor=#f9fafb | |- bgcolor=#f9fafb | ||
− | ! {{LightGreenCell}}| | + | ! {{LightGreenCell}}|Towers |
+ | | | ||
+ | | 12 Runes | ||
+ | | | ||
| | | | ||
− | |||
− | |||
− | |||
| 25 | | 25 | ||
| 25 | | 25 | ||
− | | align="left"| | + | | align="left"|Produces 12 runes per day |
|- bgcolor=#f9fafb | |- bgcolor=#f9fafb | ||
Line 203: | Line 234: | ||
|- bgcolor=#f9fafb | |- bgcolor=#f9fafb | ||
− | ! {{LightGreenCell}}| | + | ! {{LightGreenCell}}|Watch Towers |
| | | | ||
| | | | ||
Line 213: | Line 244: | ||
|- bgcolor=#f9fafb | |- bgcolor=#f9fafb | ||
− | ! {{LightGreenCell}}| | + | ! {{LightGreenCell}}|Laboratories |
| | | | ||
| | | | ||
− | | | + | | 4% |
− | | | + | | 95% |
| 25 | | 25 | ||
| 25 | | 25 | ||
− | | align="left"| | + | | align="left"|Increase scientist spawn rate (Unaffected by BE) |
|- bgcolor=#f9fafb | |- bgcolor=#f9fafb | ||
− | ! {{LightGreenCell}}| | + | ! {{LightGreenCell}}|Universities |
| | | | ||
| | | | ||
− | | | + | | 2.5% |
− | | | + | | 50% |
| 25 | | 25 | ||
| 25 | | 25 | ||
− | | align="left"| | + | | align="left"|Protection of Scientists from Abducts |
|- bgcolor=#f9fafb | |- bgcolor=#f9fafb | ||
− | ! {{LightGreenCell}}| | + | ! {{LightGreenCell}}|Stables |
+ | | 80 Horses | ||
+ | | 2 Horse | ||
| | | | ||
| | | | ||
− | |||
− | |||
| 25 | | 25 | ||
| 25 | | 25 | ||
− | | align="left"| | + | | align="left"|Houses horses and increase their production rate |
|- bgcolor=#f9fafb | |- bgcolor=#f9fafb | ||
− | ! {{LightGreenCell}}| | + | ! {{LightGreenCell}}|Dungeons |
+ | | 20 Prisoners | ||
| | | | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
| | | | ||
| | | | ||
− | |||
− | |||
| 25 | | 25 | ||
| 25 | | 25 | ||
− | | align="left"| | + | | align="left"|Houses Prisoners of War |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|-class="sortbottom" {{DarkGreenRow}} | |-class="sortbottom" {{DarkGreenRow}} |
Revision as of 16:41, 15 November 2017
Contents
Exploration Costs
Formulas below are outdated as of age 54. New formula applied in Age 55 that is not yet known.
Soldier Cost
Exploration Soldier Cost = ROUND (3 + Metric/210 * Race * Personality * Stance)
GC Costs
Exploration Gold Cost = Floor ((600 + 2.3 * Metric) * Race * Personality * Stance * Mills)
where
Metric = ( Full Metric + Half Metric )1.12 Full Metric = Total Land - 300 Half Metric = MIN (Full Metric / 2 , [Land Explored - Land Lost] / 2)
Construction
Construction Time
Construction Time = 16 * Personality Mod * Builders Boon * Double Speed * Fortified
Modifier Type | Active | Otherwise |
Builders Boon | 0.75 | 1 |
Double Speed | 0.5 | 1 |
Double Speed in Protection | 0.75 | 1 |
Fortified | 0.5 | 1 |
Race: Dwarf | 0.5 | 1 |
Construction Costs
Construction Costs = Race Mod * Personality Mod * Mills Mod * Double Speed * 2/31 * (land + 11600)
Modifier Type | Active | Otherwise |
Race: Dwarf | 0 | 1 |
Double Speed | 2 | 1 |
Modifier Type | Active | Otherwise |
Retired | ||
Pers: Shepherd | 0.7 | 1 |
Raze Costs
Raze Costs = 350 + (0.0625 * Total land)
Buildings
Building Efficiency
Available Workers = Peasants + ROUNDDOWN ( Prisoners / 2 ) Optimal Workers = ROUNDDOWN ( Total Jobs * 0.67 ) % Jobs Performed = MIN ( Available Workers / Optimal Workers , 1 ) Building Efficiency = [ (0.5 * (1 + % Jobs Performed)) * Race * Stance * Science * Dragon ] + Personality
- The "Current Available Workers" value, provided by the Internal Affairs Adviser page, already takes prisoners into account.
- Building Efficiency affects all Flat Rate and Percentage-Based buildings.
- Building Efficiency has NO effect on Capacity component of Capacity Buildings as well as Laboratories.
Building Efficiency Change Rate = Formula
- Changes in Building Efficiency take effect gradually.
Modifier Type | Active | Otherwise |
Race: Dwarf | 1.15 | 1 |
Dragon: Gold | 0.75 | 1 |
Building Effects
Percentage Based Buildings = Base Effect * BE * MIN(50%, % of building) * (100% - MIN(50%, % of building))
Flat Rate Buildings = Base Effect * Number of Buildings * BE * Monarchy Bonus * Science
- Max Effect of a %-Based Building is 25 x Base Effect
- If your BE is less than 100%, the effect you would have with 50% of that building is the maximum.
- If you have less than 100% BE, additional buildings past 50% will have no effect.
Build Table
Note: Capacity buildings are not affected by Building Efficiency (i.e., Homes, Stables, Dungeons can hold the specified number regardless of BE).
Building | Capacity | Flat Rate Base | Percent Base Effect | Percent Max | Living Space | Jobs | Description |
---|---|---|---|---|---|---|---|
Barren Land | 15 People | 2 Bushels | 15 | 0 | Houses 15 people and Produces 2 bushels per hour (Unaffected by BE) | ||
Homes | 10 People | 4% | 75% | 35 | 0 | Houses 35 people and Increases Birth Rate | |
Farms | 70 Bushels | 25 | 25 | Produces 70 bushels per day | |||
Mills | 4% 3% 2% |
99% 75% ?% |
25 | 25 | Decreases Build Costs (Max of 99%) Decreases Gold Exploration Costs Decreases Soldier Exploration Costs | ||
Banks | 25gc | 1.25% |
31.25% |
25 | 25 | Produces 25gc per day Increase in Income | |
Training Grounds | 1.5% | 37.5% | 25 | 25 | Increases Offensive Military Efficiency | ||
Armouries | 2% 2% 1.5% |
50% 50% 37.5% |
25 | 25 | Decreases Draft Costs Reduction of Wages Decreases Training Costs | ||
Military Barracks | 1.5% | 37.5% | 25 | 25 | Lowers Attack Time | ||
Forts | 2.0% | 37.5% | 25 | 25 | Increases Defensive Military Efficiency | ||
Guard Stations | 2% | 50% | 25 | 25 | Decrease Resource Losses when Attacked | ||
Hospitals | 2% 3% |
50% 75% |
25 | 25 | Daily Chance of Curing the Plague Decreases Military Losses | ||
Guilds | 0.02 Wizards | 25 | 25 | Wizards Trained per day Guilds also increase spell duration | |||
Towers | 12 Runes | 25 | 25 | Produces 12 runes per day | |||
Thieves Dens | 4% 3% |
95% 75% |
25 | 25 | Lowers losses in Thievery Operations Bonus to TPA | ||
Watch Towers | 2% 3% |
50% 75% |
25 | 25 | Chance of Catching Enemy Thieves Rate of Repelling Individual Enemy Thieves | ||
Laboratories | 4% | 95% | 25 | 25 | Increase scientist spawn rate (Unaffected by BE) | ||
Universities | 2.5% | 50% | 25 | 25 | Protection of Scientists from Abducts | ||
Stables | 80 Horses | 2 Horse | 25 | 25 | Houses horses and increase their production rate | ||
Dungeons | 20 Prisoners | 25 | 25 | Houses Prisoners of War | |||
Building | Capacity | Flat Rate Base | Percent Base Effect | Percent Max | Living Space | Jobs | Description |
Retired buildings
- Shipyards: 1.5% chance of creating a boat, holds 5 boats per shipyard. 1 boat was needed per 100 troops sent to attack someone on another island.
- Universities: Produced 3 science points per acre
- Taverns: Lowered draft costs and mercenary costs
- Plazas: Employed extra peasants
- Strongholds: Increased OME (now Training Grounds)
- Mines: Produced a certain number of per acre
- Libraries: Increase in Science Effect (books)
- Schools: Protect a portion of science from Learn attacks (Learn Attack: Retired).
Related Links:
Buildings | |
---|---|
Civil Buildings | Barren Lands • Homes • Farms • Mills • Banks |
Military Buildings | Training Grounds • Armouries • Barracks • Forts • Guard Stations • Hospitals • Stables • Dungeons |
Thievery and Mystic Buildings | Guilds • Towers • Thieves' Dens • Watchtowers |
Science Buildings | Universities • Libraries |