Science Formulas

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Revision as of 03:59, 14 February 2017 by Persain (talk | contribs) (Science Effects)
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NOTE: These formulas apply to the old books system of science. In Age 69, books were replaced by scientists.

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 1 30
Tools 0.5 20
Housing 0.3 15
Food 5 200
Military 0.3 15
Thievery 3 100
Channeling 3 125

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