Difference between revisions of "Science Formulas"

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| Cleric || Economy || +25%
 
| Cleric || Economy || +25%
 
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| Raider || Economy || +25%
 
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| Tactician || Military || +25%
 
| Tactician || Military || +25%

Revision as of 22:58, 19 September 2020

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%
Raider 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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