THIS PAGE attempts to list formulas as relevant to Economy. If you would like to add a new formula feel free to include it within the text. Ensure that you check the discussions page for Economy to ensure that this formula is not under discussion/research, or contribute your research there if you do feel so inclined.
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Money
Raw Income
Raw Income = [(2.25*Employed Peasants) + (0.75*Unemployed Peasants) + (0.5*Prisoners) + (Banks*25*BE)]
Modified Total Income
Modified Income = Raw Income * Plague * Riots * Bank % Bonus * Income Sci * Honor Income Mod
* Race Mod * Personality Modifier * Monarchy * Dragon
Modifier Type |
Active |
Otherwise
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Plague modifier |
0.85 |
1 (or if Personality = Merchant)
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Riots modifier |
0.8 |
1 (or if Personality = Merchant)
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Race Modifier: Human |
1.25 |
1
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Personality Mod: Merchant |
1.15 |
1
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Monarchy |
1.1 |
1
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Dragon |
0.9 |
1
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Honor Income Bonus |
Check Table
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Military Expenses / Wages
Military Expenses = ((Def specs + Off specs + Elites)*0.5) * Wage Rate * Arms Bonus * Race Bonus * Inspire Army * Greed * Stance
Modifier Type |
Active |
Otherwise
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Race Mod: Elf |
0.5 |
1 (unless DE)
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Race Mod: Dark Elf |
1.25 |
1 (unless Elf)
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Inspire Army |
0.85 |
1
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Greed |
1.25 |
1
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Aggressive Stance |
1.15 |
1
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Note
- No wages are paid to basic soldiers.
- Greed affects Merchants as this is a wage penalty and not an income penalty
Population
Total Population
Raw Living Space = (Built Land * 25) + (Barren Land * 15) + (Homes * Homes Mod)
Mod Living Space = Raw Living Space * Population Science * Honor Population Bonus * Race Bonus
Modifier Type |
Active |
Otherwise
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Race: Gnome |
1.15 |
1
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Honor Population Bonus |
Check Table
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Current Population
Current Population = Peasants + Soldiers + Off Specs + Def Specs + Elites + Troops in Training + Thieves + Thieves in Training + Wizards
Note
- Prisoners do not take up space
Peasants
Birthrate
! | The information or formula below is not up to date. Please refer to the discussions tab to contribute to ongoing research or start a new topic. |
Insert the superawesumz Birthrate Formula here
Hourly Change
Peasants Hourly Change = Current Peasants * Birth Rate - Drafted Soldiers - Wizards Trained - Storms
- Storms kills 1.5% peasants per hour change.
- There must be enough living space for peasants to increase
- When a province is overpopulated, the number of peasants will decrease by 7% per hour change.
Employment
Available Jobs
Available Jobs = (Completed Buildings - Homes) * 25
Unfilled Jobs
Unfilled Jobs = MAX(Available Jobs - Peasants - ROUNDDOWN(Prisoners / 2),0)
Employed Peasants
Employed Peasants = MIN(Peasants,(Available Jobs - ROUNDDOWN(Prisoners / 2)))
Unemployed Peasants
Unemployed Peasants = Peasants - Employed Peasants
Employment Rate
Employment Rate = (Employed Peasants / Peasants) * 100