Difference between revisions of "Science Formulas"
From The Utopian Encyclopedia
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− | =Science Effects= | + | =Science Categories and Effects= |
+ | {| cellpadding="4" | ||
+ | |-bgcolor="#dedeff" | ||
+ | | '''Science Category''' || '''Type''' ||'''Effect''' || ''' Multiplier''' | ||
+ | |- | ||
+ | | '''Economy''' || Alchemy ||Income || 0.05 | ||
+ | |- | ||
+ | | '''Economy''' || Tools || Building Effectiveness || 0.0333 | ||
+ | |- | ||
+ | | '''Economy''' || Housing || Population Limits || 0.025 | ||
+ | |- | ||
+ | | '''Economy''' || Production || Food & Rune Production || 0.2 | ||
+ | |- | ||
+ | | '''Economy''' || Bookkeeping || Wage Reduction || 0.015 | ||
+ | |- | ||
+ | | '''Economy''' || Artisan || Construction Time Reduction || 0.015 | ||
+ | |- | ||
+ | | '''Warfare''' || Strategy || Defensive Military Efficiency || 0.025 | ||
+ | |- | ||
+ | | '''Warfare''' || Siege || Battle Gains || 0.005 | ||
+ | |- | ||
+ | | '''Warfare''' || Tactics || Offensive Military Efficiency || 0.025 | ||
+ | |- | ||
+ | | '''Warfare''' || Valor || Reduced Military Train Time & Increased Dragon Slaying Strength || 0.025 | ||
+ | |- | ||
+ | | '''Warfare''' || Heroism || Draft Speed & Draft Costs Reduction || 0.025 | ||
+ | |- | ||
+ | | '''Arcane Arts''' || Crime || Thievery Effectiveness || 0.1666 | ||
+ | |- | ||
+ | | '''Arcane Arts''' || Channeling ||Magic Effectiveness || 0.2083 | ||
+ | |- | ||
+ | | '''Arcane Arts''' || Shielding || Reduced Damage from Enemy Thievery and Magic Instant Operations || 0.005 | ||
+ | |- | ||
+ | | '''Arcane Arts''' || Cunning || Increased Thievery and Magic Instant Operation Damage || 0.005 | ||
+ | |- | ||
+ | | '''Arcane Arts''' || Invocation || Ritual Rune Cost Reduction || 0.01 | ||
+ | |} | ||
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− | |||
− | |||
− | + | =Scientists and Books= | |
− | |||
− | |||
− | Scientists can be re-assigned at any time, but revert to Recruit level when doing so. <br> | + | *Each province starts with a set number of scientists assigned to the three science Categories (Economy, Warfare, Arcane Arts). <br> |
− | Every tick each province builds progress towards a new scientist. Laboratories increase the rate of this progress. | + | *Scientists start out as Recruits, then as they progress they provide incrementally greater benefits with each progression. <br> |
+ | *Scientist experience is based on how many books they have produced in that category. <br> | ||
+ | *Scientists have no networth value. | ||
+ | *Scientists can be re-assigned at any time, but revert to Recruit level when doing so. <br> | ||
+ | *Every tick each province builds progress towards a new scientist. Laboratories increase the rate of this progress. | ||
+ | |||
+ | Recruit -> Novice = X Books produced (X hours) | ||
+ | Novice -> Graduate = X Books produced (X hours) | ||
+ | Graduate -> Professor = X Books produced (X hours) | ||
<b>Scientists Spawn Rate =</b> X * [[Race]] Mod * [[Exploring,_Construction_%26_Building_Formulas#Effects_of_Buildings|Laboratories Effect]] * [[Mystics#Revelation|Revelation]] Mod | <b>Scientists Spawn Rate =</b> X * [[Race]] Mod * [[Exploring,_Construction_%26_Building_Formulas#Effects_of_Buildings|Laboratories Effect]] * [[Mystics#Revelation|Revelation]] Mod | ||
− | {| cellpadding="3" | + | <!-- {| cellpadding="3" |
|-bgcolor="#C0C0C0" | |-bgcolor="#C0C0C0" | ||
| '''Modifier Type''' || ''' Multiplier''' | | '''Modifier Type''' || ''' Multiplier''' | ||
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| Spell: [[Mystics#Revelation|Revelation]] || 1.3 | | Spell: [[Mystics#Revelation|Revelation]] || 1.3 | ||
|} | |} | ||
− | |||
− | |||
--> | --> | ||
− | + | *Scientists produce a set number of books each tick in the Category they are allocated (Economy, Warfare, Arcane Arts), based on their rank. Schools increase this effect, but only in a single Category selected with a drop-down menu.<br> | |
− | Scientists produce a set number of books each tick in the | + | *Books can be allocated to any science Type within the Category they have been produced.<br> |
+ | *Allocated books go into effect instantly.<br> | ||
{| cellpadding="4" | {| cellpadding="4" | ||
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| '''Professor''' || 200 | | '''Professor''' || 200 | ||
|} | |} | ||
+ | |||
=Science Networth= | =Science Networth= | ||
+ | |||
+ | Each book is worth X points of networth. | ||
Revision as of 13:00, 7 October 2018
Contents
Science Categories and Effects
Science Category | Type | Effect | Multiplier |
Economy | Alchemy | Income | 0.05 |
Economy | Tools | Building Effectiveness | 0.0333 |
Economy | Housing | Population Limits | 0.025 |
Economy | Production | Food & Rune Production | 0.2 |
Economy | Bookkeeping | Wage Reduction | 0.015 |
Economy | Artisan | Construction Time Reduction | 0.015 |
Warfare | Strategy | Defensive Military Efficiency | 0.025 |
Warfare | Siege | Battle Gains | 0.005 |
Warfare | Tactics | Offensive Military Efficiency | 0.025 |
Warfare | Valor | Reduced Military Train Time & Increased Dragon Slaying Strength | 0.025 |
Warfare | Heroism | Draft Speed & Draft Costs Reduction | 0.025 |
Arcane Arts | Crime | Thievery Effectiveness | 0.1666 |
Arcane Arts | Channeling | Magic Effectiveness | 0.2083 |
Arcane Arts | Shielding | Reduced Damage from Enemy Thievery and Magic Instant Operations | 0.005 |
Arcane Arts | Cunning | Increased Thievery and Magic Instant Operation Damage | 0.005 |
Arcane Arts | Invocation | Ritual Rune Cost Reduction | 0.01 |
Scientists and Books
- Each province starts with a set number of scientists assigned to the three science Categories (Economy, Warfare, Arcane Arts).
- Scientists start out as Recruits, then as they progress they provide incrementally greater benefits with each progression.
- Scientist experience is based on how many books they have produced in that category.
- Scientists have no networth value.
- 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 scientist. Laboratories increase the rate of this progress.
Recruit -> Novice = X Books produced (X hours) Novice -> Graduate = X Books produced (X hours) Graduate -> Professor = X Books produced (X hours)
Scientists Spawn Rate = X * Race Mod * Laboratories Effect * Revelation Mod
- Scientists produce a set number of books each tick in the Category they are allocated (Economy, Warfare, Arcane Arts), based on their rank. Schools increase this effect, but only in a single Category selected with a drop-down menu.
- Books can be allocated to any science Type within the Category they have been produced.
- Allocated books go into effect instantly.
Rank | Books |
Recruit | 100 |
Novice | 125 |
Graduate | 150 |
Professor | 200 |
Science Networth
Each book is worth X points of networth.
Obsolete and historical data - saved for reference
Historical information on science systems and formulas can be found here: Science: Obsolete and historical data
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