Difference between revisions of "Science Formulas"
Crystopher (talk | contribs) m (→Scientist Spawn Rate: Updated scientist spawn rate) |
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| '''Science Category''' || '''Effect''' || ''' Multiplier''' || '''Cap''' || '''Scientist Cap''' | | '''Science Category''' || '''Effect''' || ''' Multiplier''' || '''Cap''' || '''Scientist Cap''' | ||
|- | |- | ||
− | | '''Alchemy''' || Income || 0. | + | | '''Alchemy''' || Income || 0.428 || 30% || 35 |
|- | |- | ||
− | | '''Tools''' || Building Effectiveness || 0. | + | | '''Tools''' || Building Effectiveness || 0.287 || 20% || 35 |
|- | |- | ||
− | | '''Housing''' || Population Limits || 0. | + | | '''Housing''' || Population Limits || 0.215 || 15% || 35 |
|- | |- | ||
− | | '''Production''' || Food & Rune Production || | + | | '''Production''' || Food & Rune Production || 1.714 || 120% || 35 |
|- | |- | ||
− | | '''Military''' || Military Efficiency || 0. | + | | '''Military''' || Military Efficiency || 0.215 || 15% || 35 |
|- | |- | ||
− | | '''Crime''' || Thievery Effectiveness || 1. | + | | '''Crime''' || Thievery Effectiveness || 1.428 || 100% || 35 |
|- | |- | ||
− | | '''Channeling''' || Magic Effectiveness || | + | | '''Channeling''' || Magic Effectiveness || 1.785 || 125% || 35 |
|} | |} | ||
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=Out Dated science formulas Saved for reference only= | =Out Dated science formulas Saved for reference only= | ||
+ | |||
+ | '''NOTE: Old scientist multipliers and caps, before Age 76.''' | ||
+ | |||
+ | {| cellpadding="4" | ||
+ | |-bgcolor="#dedeff" | ||
+ | | '''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 | ||
+ | |} | ||
+ | |||
+ | |||
'''NOTE: These formulas apply to the old books system of science. In Age 69, books were replaced by scientists.''' | '''NOTE: These formulas apply to the old books system of science. In Age 69, books were replaced by scientists.''' |
Revision as of 23:07, 26 April 2018
Contents
Science Effects
Science Bonus = Race Mod * Personality Mod * Min(Science Multiplier * Skill points , Science Cap)
Skill points = Number of Novices + 1.5 * Number of Graduates + 2 * Number of Professors
Science Category | Effect | Multiplier | Cap | Scientist Cap |
Alchemy | Income | 0.428 | 30% | 35 |
Tools | Building Effectiveness | 0.287 | 20% | 35 |
Housing | Population Limits | 0.215 | 15% | 35 |
Production | Food & Rune Production | 1.714 | 120% | 35 |
Military | Military Efficiency | 0.215 | 15% | 35 |
Crime | Thievery Effectiveness | 1.428 | 100% | 35 |
Channeling | Magic Effectiveness | 1.785 | 125% | 35 |
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 = 7.5 * Race Mod * Laboratories Effect * Revelation Mod
Abduct Attacks
Through combat, you can abduct scientists from another province. Universities protect a province from abduction.
Scientist Networth
Networth Per Scientist = ~2.6gc * tick of experience
- A maxed-out professor will provide ~624gc Networth
Out Dated science formulas Saved for reference only
NOTE: Old scientist multipliers and caps, before Age 76.
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 |
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 |