Difference between revisions of "Science Formulas"
From The Utopian Encyclopedia
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*Books can be allocated to any science Type within the Category they have been produced.<br> | *Books can be allocated to any science Type within the Category they have been produced.<br> | ||
*Allocated books go into effect instantly. | *Allocated books go into effect instantly. | ||
− | *Inactive provinces | + | *Inactive provinces do not produce books.<br> |
− | *Science over | + | *Science over 4000 BPA will slowly decay outside War. |
Revision as of 18:56, 18 July 2020
Contents
Science Categories, Types and Effects
Science Category | Type | Effect | Multiplier |
Economy | Alchemy | Income | ~0.0724 |
Economy | Tools | Building Effectiveness | ~0.0524 |
Economy | Housing | Population Limits | ~0.0262 |
Economy | Production | Food & Rune Production | ~0.2492 |
Economy | Bookkeeping | Wage Reduction | ~0.068 |
Economy | Artisan | Construction Time Reduction, Construction & Raze Cost Reduction | ~0.0478 |
Military | Strategy | Defensive Military Efficiency | ~0.0367 |
Military | Siege | Battle Gains | ~0.0262 |
Military | Tactics | Offensive Military Efficiency | ~0.0418 |
Military | Valor | Reduced Military Train Time & Increased Dragon Slaying Strength | ~0.0582 |
Military | Heroism | Draft Speed & Draft Costs Reduction | ~0.0418 |
Arcane Arts | Crime | Thievery Effectiveness | ~0.1557 |
Arcane Arts | Channeling | Magic Effectiveness | ~0.1875 |
Arcane Arts | Shielding | Reduced Damage from Enemy Thievery and Magic Instant Operations | ~0.0314 |
Arcane Arts | Cunning | Increased Thievery and Magic Instant Operation Damage | ~0.0472 |
Arcane Arts | Invocation | Ritual Rune Cost Reduction | ~0.0622 |
Science Bonus = ( # of Books in Type )^(1/2.125) * Science Multiplier * Race Mod * Personality Mod * Amnesia Effect * Learn Effect * Scientific Insights Mod
Scientists and Books
- Each province starts with a set number of scientists assigned to the three science Categories (Economy, Military, 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, Military, 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.
- Science over 4000 BPA will slowly decay outside War.
Scientists Spawn Rate = 1.25 * Race Mod * Laboratories Effect * Revelation Mod
Rank | Experience | Book Production |
Recruit | 0-2399 | 100 |
Novice | 2400-11040 | 120 |
Graduate | 11040-24479 | 140 |
Professor | 24480+ | 160 |
- Personalities gain a passive bonus to book production, as follows:
Personality | Category | Bonus |
Artisan | Economy | +25% |
Cleric | Economy | +25% |
Sage | Economy | +25% |
Tactician | Military | +25% |
War Hero | Military | +25% |
Warrior | Military | +25% |
Heretic | Arcane Arts | +25% |
Mystic | Arcane Arts | +25% |
Rogue | Arcane Arts | +25% |
Science Networth
Books are worth [0.000007 * Current Land] points.
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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