Difference between revisions of "Science Formulas"

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m (Science Categories, Types and Effects)
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| '''Science Category''' || '''Type''' ||'''Effect''' || ''' Multiplier'''  
 
| '''Science Category''' || '''Type''' ||'''Effect''' || ''' Multiplier'''  
 
|-
 
|-
| '''Economy''' || Alchemy ||Income || 0.05
+
| '''Economy''' || Alchemy ||Income || 0.06
 
|-
 
|-
| '''Economy''' || Tools || Building Effectiveness || 0.0333
+
| '''Economy''' || Tools || Building Effectiveness || 0.042
 
|-
 
|-
| '''Economy''' || Housing || Population Limits || 0.025
+
| '''Economy''' || Housing || Population Limits || 0.0225
 
|-
 
|-
| '''Economy''' || Production || Food & Rune Production || 0.2
+
| '''Economy''' || Production || Food & Rune Production || 0.255
 
|-
 
|-
| '''Economy''' || Bookkeeping || Wage Reduction || 0.015
+
| '''Economy''' || Bookkeeping || Wage Reduction ||  
 
|-
 
|-
| '''Economy''' || Artisan || Construction Time Reduction || 0.015
+
| '''Economy''' || Artisan || Construction Time Reduction ||  
 
|-
 
|-
| '''Warfare''' || Strategy || Defensive Military Efficiency || 0.025
+
| '''Warfare''' || Strategy || Defensive Military Efficiency ||  
 
|-
 
|-
| '''Warfare''' || Siege || Battle Gains || 0.005
+
| '''Warfare''' || Siege || Battle Gains ||  
 
|-
 
|-
| '''Warfare''' || Tactics || Offensive Military Efficiency || 0.025
+
| '''Warfare''' || Tactics || Offensive Military Efficiency ||
 
|-
 
|-
| '''Warfare''' || Valor || Reduced Military Train Time & Increased Dragon Slaying Strength || 0.025
+
| '''Warfare''' || Valor || Reduced Military Train Time & Increased Dragon Slaying Strength ||  
 
|-
 
|-
| '''Warfare''' || Heroism || Draft Speed & Draft Costs Reduction || 0.025
+
| '''Warfare''' || Heroism || Draft Speed & Draft Costs Reduction ||  
 
|-
 
|-
| '''Arcane Arts''' || Crime || Thievery Effectiveness || 0.1666
+
| '''Arcane Arts''' || Crime || Thievery Effectiveness ||  
 
|-
 
|-
| '''Arcane Arts''' || Channeling ||Magic Effectiveness || 0.2083
+
| '''Arcane Arts''' || Channeling ||Magic Effectiveness ||  
 
|-
 
|-
| '''Arcane Arts''' || Shielding || Reduced Damage from Enemy Thievery and Magic Instant Operations || 0.005
+
| '''Arcane Arts''' || Shielding || Reduced Damage from Enemy Thievery and Magic Instant Operations ||  
 
|-
 
|-
| '''Arcane Arts''' || Cunning || Increased Thievery and Magic Instant Operation Damage || 0.005
+
| '''Arcane Arts''' || Cunning || Increased Thievery and Magic Instant Operation Damage ||
 
|-
 
|-
| '''Arcane Arts''' || Invocation || Ritual Rune Cost Reduction || 0.01
+
| '''Arcane Arts''' || Invocation || Ritual Rune Cost Reduction ||
 
|}
 
|}
  

Revision as of 20:14, 8 October 2018

Science Categories, Types and Effects

Science Category Type Effect Multiplier
Economy Alchemy Income 0.06
Economy Tools Building Effectiveness 0.042
Economy Housing Population Limits 0.0225
Economy Production Food & Rune Production 0.255
Economy Bookkeeping Wage Reduction
Economy Artisan Construction Time Reduction
Warfare Strategy Defensive Military Efficiency
Warfare Siege Battle Gains
Warfare Tactics Offensive Military Efficiency
Warfare Valor Reduced Military Train Time & Increased Dragon Slaying Strength
Warfare Heroism Draft Speed & Draft Costs Reduction
Arcane Arts Crime Thievery Effectiveness
Arcane Arts Channeling Magic Effectiveness
Arcane Arts Shielding Reduced Damage from Enemy Thievery and Magic Instant Operations
Arcane Arts Cunning Increased Thievery and Magic Instant Operation Damage
Arcane Arts Invocation Ritual Rune Cost Reduction
Science Bonus = Race Mod * Personality Mod * Science Multiplier * SQRT( # of Books in Type ) * Amnesia Effect * Learn Effect
  • Multiplier values are placeholders based on Test Server observations

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.
  • 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.
Scientists Spawn Rate = X * Race Mod * Laboratories Effect * Revelation Mod
Rank Experience Needed Estimated Hours
Recruit 0  ?
Novice  ?  ?
Graduate  ?  ?
Professor  ?  ?
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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