Science Formulas
From The Utopian Encyclopedia
NOTE: These formulas apply to the old books system of science. In Age 69, books were replaced by scientists.
Contents
Science Effects
Science Bonus = Race Mod * Personality Mod * Min(Science Multiplier * Skill points , Science Cap)
Skill points = Number of Novices + 1.5 * Number of Graduates + 2 * Number of Professors
Science Category | Multiplier | Cap |
Alchemy | 0.5 | 30 |
Tools | 0.33 | 20 |
Housing | 0.2 | 15 |
Food | 2 | 120 |
Military | 0.2 | 15 |
Thievery | 1.65 | 100 |
Channeling | 2 | 125 |
Scientist Spawn Rate
Scientists Spawn Rate= Raw Spawn rate * Race Mod * Personality Mod * Libraries Effect
Raw Spawn rate = Currently Unknown
-Current estimates place the spawn rate as between 2 and 5% chance for an new scientist to appear each in game day (real life hour).
Scientist Net Worth
Net Worth Per scientist = Currently Unknown
-Current estimates put the Net Worth per scientist as 2.6 gc per in game day of experience with professors worth 462.8 Gc
Addition information
Out Dated science formulas Saved for reference only
-From Ages ?? to 68 Science formulas worked as follows
Science Effects
Books per Acre = Books / MAX(Acres,300)
Science Bonus = Race Mod * Personality Mod * Science Multiplier * SQRT( Books per Acre ) * Library Effect
Science Category | Multiplier |
Alchemy | 1.4 |
Tools | 1 |
Housing | 0.65 |
Food | 8 |
Military | 0.52 |
Thievery | 6 |
Channeling | 6 |
Science Costs
Science Cost = Raw Cost (Table Below) * Race Mod * Schools Effect
Science Rate | BPA | GC / Book | GC / Acre | |
No Research | 0 | 0 | 0 | |
Minimal | 0.3 | 6 | 1.8 | |
Limited | 0.4 | 7 | 2.8 | |
Sustained | 0.5 | 9 | 4.5 | |
Active | 0.7 | 13 | 9.1 | |
Focused | 0.9 | 17 | 15.3 | |
Accelerated | 1.2 | 22 | 26.4 | |
Intensive | 1.5 | 27 | 40.5 | |
Rushed | 2.0 | 36 | 72.0 | |
Extreme | 3.0 | 50 | 150.0 |