User:Avenger

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Age 69 - Age 76

  • Age 69: The new science system is introduced.
  • Age 70: Professors experience capped at 72 hours. Tools cap increased from 15% to 20%, housing and military cap from 10% to 15%, food from 100% to 200%, channeling from 100% to 125%. Additional scientist rank added: Recruit.
  • Starting Age 71, approximately +50% scientists will be required to reach maximum effects (see table below).
  • Starting Age 71, Production Science maximum will be 120% (down from 200%) and it will increase both Food and Rune production.
  • Starting Age 72, scientists are generated on a flat ratio (7.5%) similar to wizards instead of via RNG.
  • Starting Age 73, science will no longer have a hard maximum for all categories. Science will scale in a linear fashion up to the previously stated maximums as normal. Once this point is reached additional scientists will yield diminishing returns.
  • Starting Age 74, scientist experience will now show on the Science page and in the Spy on Sciences.
  • Starting Age 76, scientists required for soft cap in all categories is 35

Old scientist multipliers and caps, during Age 76.

Science Category Effect Multiplier Soft Cap
Alchemy Income 0.428 30%
Tools Building Effectiveness 0.287 20%
Housing Population Limits 0.215 15%
Production Food & Rune Production 1.714 120%
Military Military Efficiency 0.215 15%
Crime Thievery Effectiveness 1.428 100%
Channeling Magic Effectiveness 1.785 125%

Old scientist multipliers and caps, Age 71 - Age 75.

Science Category Effect Multiplier Cap Scientist Cap
Alchemy Income 0.5 30% 30
Tools Building Effectiveness 0.33 20% 31
Housing Population Limits 0.2 15% 38
Production Food & Rune Production 2 120% 30
Military Military Efficiency 0.2 15% 38
Crime Thievery Effectiveness 1.65 100% 31
Channeling Magic Effectiveness 2 125% 32

Age ?? to Age 68

NOTE: These formulas apply to the old books system of science. In Age 69, books were replaced by scientists. 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