Difference between revisions of "Science Formulas"
From The Utopian Encyclopedia
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| '''Science Category''' || '''Type''' || '''Effect''' || ''' Multiplier''' | | '''Science Category''' || '''Type''' || '''Effect''' || ''' Multiplier''' | ||
|- | |- | ||
− | | '''Economy''' || Alchemy ||Income || | + | | '''Economy''' || Alchemy ||Income || |
|- | |- | ||
− | | '''Economy''' || Tools || Building Effectiveness || | + | | '''Economy''' || Tools || Building Effectiveness || |
|- | |- | ||
− | | '''Economy''' || Housing || Population Limits || | + | | '''Economy''' || Housing || Population Limits || |
|- | |- | ||
− | | '''Economy''' || Production || Food & Rune Production || | + | | '''Economy''' || Production || Food & Rune Production || |
|- | |- | ||
− | | '''Economy''' || Bookkeeping || Wage Reduction || | + | | '''Economy''' || Bookkeeping || Wage Reduction || |
|- | |- | ||
− | | '''Economy''' || Artisan || Construction Time Reduction & Construction Cost Reduction || | + | | '''Economy''' || Artisan || Construction Time Reduction & Construction Cost 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 22:48, 6 February 2019
Contents
Science Categories, Types and Effects
Science Category | Type | Effect | Multiplier |
Economy | Alchemy | Income | |
Economy | Tools | Building Effectiveness | |
Economy | Housing | Population Limits | |
Economy | Production | Food & Rune Production | |
Economy | Bookkeeping | Wage Reduction | |
Economy | Artisan | Construction Time Reduction & Construction Cost 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 = ( # of Books in Type )^(1/3) * Science Multiplier * Race Mod * Personality Mod * Amnesia Effect * Learn Effect
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.
- Inactive provinces do not produce books.
Scientists Spawn Rate = X * Race Mod * Laboratories Effect * Revelation Mod
Rank | Experience | Book Production |
Recruit | 0-2399 | 100 |
Novice | 2400-13199 | 150 |
Graduate | 13200-27599 | 200 |
Professor | 27600+ | 250 |
Science Networth
Each book is worth ~0.00 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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