Difference between revisions of "Science Formulas"
From The Utopian Encyclopedia
m (→Scientists and Books) |
m (→Science Categories, Types and Effects) |
||
Line 5: | Line 5: | ||
| '''Science Category''' || '''Type''' ||'''Effect''' || ''' Multiplier''' | | '''Science Category''' || '''Type''' ||'''Effect''' || ''' Multiplier''' | ||
|- | |- | ||
− | | '''Economy''' || Alchemy ||Income || 0. | + | | '''Economy''' || Alchemy ||Income || 0.06 |
|- | |- | ||
− | | '''Economy''' || Tools || Building Effectiveness || 0. | + | | '''Economy''' || Tools || Building Effectiveness || 0.042 |
|- | |- | ||
− | | '''Economy''' || Housing || Population Limits || 0. | + | | '''Economy''' || Housing || Population Limits || 0.0225 |
|- | |- | ||
− | | '''Economy''' || Production || Food & Rune Production || 0. | + | | '''Economy''' || Production || Food & Rune Production || 0.255 |
|- | |- | ||
− | | '''Economy''' || Bookkeeping || Wage Reduction || | + | | '''Economy''' || Bookkeeping || Wage Reduction || |
|- | |- | ||
− | | '''Economy''' || Artisan || Construction Time Reduction || | + | | '''Economy''' || Artisan || Construction Time Reduction || |
|- | |- | ||
− | | '''Warfare''' || Strategy || Defensive Military Efficiency || | + | | '''Warfare''' || Strategy || Defensive Military Efficiency || |
|- | |- | ||
− | | '''Warfare''' || Siege || Battle Gains || | + | | '''Warfare''' || Siege || Battle Gains || |
|- | |- | ||
− | | '''Warfare''' || Tactics || Offensive Military Efficiency || | + | | '''Warfare''' || Tactics || Offensive Military Efficiency || |
|- | |- | ||
− | | '''Warfare''' || Valor || Reduced Military Train Time & Increased Dragon Slaying Strength || | + | | '''Warfare''' || Valor || Reduced Military Train Time & Increased Dragon Slaying Strength || |
|- | |- | ||
− | | '''Warfare''' || Heroism || Draft Speed & Draft Costs Reduction || | + | | '''Warfare''' || Heroism || Draft Speed & Draft Costs Reduction || |
|- | |- | ||
− | | '''Arcane Arts''' || Crime || Thievery Effectiveness || | + | | '''Arcane Arts''' || Crime || Thievery Effectiveness || |
|- | |- | ||
− | | '''Arcane Arts''' || Channeling ||Magic Effectiveness || | + | | '''Arcane Arts''' || Channeling ||Magic Effectiveness || |
|- | |- | ||
− | | '''Arcane Arts''' || Shielding || Reduced Damage from Enemy Thievery and Magic Instant Operations || | + | | '''Arcane Arts''' || Shielding || Reduced Damage from Enemy Thievery and Magic Instant Operations || |
|- | |- | ||
− | | '''Arcane Arts''' || Cunning || Increased Thievery and Magic Instant Operation Damage || | + | | '''Arcane Arts''' || Cunning || Increased Thievery and Magic Instant Operation Damage || |
|- | |- | ||
− | | '''Arcane Arts''' || Invocation || Ritual Rune Cost Reduction || | + | | '''Arcane Arts''' || Invocation || Ritual Rune Cost Reduction || |
|} | |} | ||
Revision as of 20:14, 8 October 2018
Contents
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
« Previous: Growth | Next: Military » |
The Utopia Guide | |
---|---|
Introduction | Getting Started with Utopia • Creating a province • Race & Personality |
The Menus | Throne • Kingdom • News
Explore • Growth • Science • Military Mystics • Thievery • War Room • Aid • Dragon • Ritual • Stances Politics • Relations • Rankings • Preferences |
Advanced | MunkBot • Invitations • Reservations • Utopia • Province • World of Legends • Formulas |
Rules | Game Rules |