Difference between revisions of "Exploring, Construction & Building Formulas"
From The Utopian Encyclopedia
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===GC Costs=== | ===GC Costs=== | ||
− | <b>GC Costs for Exploration =</b> (( | + | <b>GC Costs for Exploration =</b> ((Current Acres * 3) - 500) * [[Relations#War|War Mod]] * Race Mod * Mills Effect |
{{Mods}} | {{Mods}} | ||
− | | '''War''' || 2 || 1 | + | | '''[[Relations#War|War]]''' || 2 || 1 |
|- | |- | ||
| '''[[Race#Dark_Elves|Dark Elf]]''' || 1.2 || 1 | | '''[[Race#Dark_Elves|Dark Elf]]''' || 1.2 || 1 | ||
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'''Notes''' | '''Notes''' | ||
* ''Generally all cases prove to be accurate to within minus 0gc - 30gc (Calculated costs slightly overestimate).'' | * ''Generally all cases prove to be accurate to within minus 0gc - 30gc (Calculated costs slightly overestimate).'' | ||
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==Construction== | ==Construction== |
Revision as of 05:39, 1 July 2009
Contents
Exploration Costs
Soldier Cost
Sol Costs for Exploration = ROUND((CurrentAcres * 0.0065) * Race Mod * War Effect)
Modifier Type | Active | Otherwise |
War | 2 | 1 |
Dark Elf | 1.2 | 1 |
GC Costs
GC Costs for Exploration = ((Current Acres * 3) - 500) * War Mod * Race Mod * Mills Effect
Modifier Type | Active | Otherwise |
War | 2 | 1 |
Dark Elf | 1.2 | 1 |
Notes
- Generally all cases prove to be accurate to within minus 0gc - 30gc (Calculated costs slightly overestimate).
Construction
Construction Time
Construction Time = 22 * Personality Mod * Builders Boon * Double Speed * Fortified
Modifier Type | Active | Otherwise | |
Pers: Shepherd | 0.7 | 1 | |
Builders Boon | 0.9 | 1 | |
Double Speed | 0.5 | 1 | n.b. = 0.75 in prot |
Fortified | 0.8 | 1 |
Construction Costs
Construction Costs = Race Mod * Mills Mod * Double Speed * 8/31 * (Land + 2900)
Modifier Type | Active | Otherwise |
Race: Dwarf | 0 | 1 |
Doublespeed | 2 | 1 |
Raze Costs
Raze Costs = (1400 + Land) / 4
Buildings
Types of Buildings
Capacity Buildings - These buildings simply create space for you, and are not affected by Building Efficiency. Examples of these types of buildings are the part of homes which house people (not applicable to its' birthrate function however), dungeons which house prisoners and the part of stables which house horses.
Flat Rate Buildings - This type of building provides a set amount of a particular resource. These buildings need many employees to be fully effective. An example is a Tower which creates a set number of runes each day. These sort of buildings are affected by building efficiency.
Percentage-based Buildings - The majority of Utopian buildings are percentage-based. These buildings provide an effect based on the portion of your land covered by it. For example, having 10% of your land as Banks will increase your income by a certain percentage. Like flat-rate buildings, these also require employees to provide full effects. In addition, each additional building you construct will be less effective. The numbers listed in this section would be for the first building you construct. Your Internal Affairs Advisor will help you to understand the benefits of your land.
Unless otherwise specified, these buildings have a maximum effect of 25 times the number listed below. With normal building efficiency, this maximum is reached by dedicating 50% of your land to that building.
Building Efficiency
Building Efficiency = [0.5 * (Peasants + (Prisoners/2))] / [((2*Total Jobs)/3) + 1) * Science + Race + Stance - Dragon]
Rate of Change of Building Efficiency = Formula
- Building Efficiency affects all Flat-Rate and Percentage-Based buildings.
- Changes in Building Efficiency takes effect gradually.
- Workers Required for Maximum Effectiveness = 67% of Total Jobs filled
- NB. "Current Available Workers" given on the Internal Affairs Advisor page already takes the prisoners into account. So the number given there is "Peasants + Prisoners / 2".
Modifier Type | Active | Otherwise |
Race: Dwarf | 1.3 | 1 |
Stance: Peaceful | 1.05 | 1 |
Dragon: Gold | 0.8 | 1 |