Exploring, Construction & Building Formulas
From The Utopian Encyclopedia
Revision as of 14:37, 1 February 2018 by Crystopher (talk | contribs) (→Build Table: Updated prisoner amount for Dungeons from 20 to 30)
Contents
Exploration Costs
Formulas below are outdated as of age 54. New formula applied in Age 55 that is not yet known.
Soldier Cost
Exploration Soldier Cost = ROUND (3 + Metric/210 * Race * Personality * Stance)
GC Costs
Exploration Gold Cost = Floor ((600 + 2.3 * Metric) * Race * Personality * Stance * Mills)
where
Metric = ( Full Metric + Half Metric )1.12 Full Metric = Total Land - 300 Half Metric = MIN (Full Metric / 2 , [Land Explored - Land Lost] / 2)
Construction
Construction Time
Construction Time = 16 * Personality Mod * Builders Boon * Double Speed * Fortified
Modifier Type | Active | Otherwise |
Builders Boon | 0.75 | 1 |
Double Speed | 0.5 | 1 |
Double Speed in Protection | 0.75 | 1 |
Fortified | 0.5 | 1 |
Race: Dwarf | 0.5 | 1 |
Construction Costs
Construction Costs = Race Mod * Personality Mod * Mills Mod * Double Speed * 2/31 * (land + 11600)
Modifier Type | Active | Otherwise |
Race: Dwarf | 0 | 1 |
Double Speed | 2 | 1 |
Modifier Type | Active | Otherwise |
Retired | ||
Pers: Shepherd | 0.7 | 1 |
Raze Costs
Raze Costs = 350 + (0.0625 * Total land)
Buildings
Building Efficiency
Available Workers = Peasants + ROUNDDOWN ( Prisoners / 2 ) Optimal Workers = ROUNDDOWN ( Total Jobs * 0.67 ) % Jobs Performed = MIN ( Available Workers / Optimal Workers , 1 ) Building Efficiency = [ (0.5 * (1 + % Jobs Performed)) * Race * Stance * Science * Dragon ] + Personality
- The "Current Available Workers" value, provided by the Internal Affairs Adviser page, already takes prisoners into account.
- Building Efficiency affects all Flat Rate and Percentage-Based buildings.
- Building Efficiency has NO effect on Capacity component of Capacity Buildings as well as Laboratories.
Building Efficiency Change Rate = Formula
- Changes in Building Efficiency take effect gradually.
Modifier Type | Active | Otherwise |
Race: Dwarf | 1.15 | 1 |
Dragon: Gold | 0.75 | 1 |
Building Effects
Percentage Based Buildings = Base Effect * BE * MIN(50%, % of building) * (100% - MIN(50%, % of building))
Flat Rate Buildings = Base Effect * Number of Buildings * BE * Monarchy Bonus * Science
- Max Effect of a %-Based Building is 25 x Base Effect
- If your BE is less than 100%, the effect you would have with 50% of that building is the maximum.
- If you have less than 100% BE, additional buildings past 50% will have no effect.
Build Table
Note: Capacity buildings are not affected by Building Efficiency (i.e., Homes, Stables, Dungeons can hold the specified number regardless of BE).
Building | Capacity | Flat Rate Base | Percent Base Effect | Percent Max | Living Space | Jobs | Description |
---|---|---|---|---|---|---|---|
Barren Land | 15 People | 2 Bushels | 15 | 0 | Houses 15 people and Produces 2 bushels per hour (Unaffected by BE) | ||
Homes | 10 People | 4% | 75% | 35 | 0 | Houses 35 people and Increases Birth Rate | |
Farms | 70 Bushels | 25 | 25 | Produces 70 bushels per day | |||
Mills | 4% 3% 2% |
99% 75% ?% |
25 | 25 | Decreases Build Costs (Max of 99%) Decreases Gold Exploration Costs Decreases Soldier Exploration Costs | ||
Banks | 25gc | 1.25% |
31.25% |
25 | 25 | Produces 25gc per day Increase in Income | |
Training Grounds | 1.5% | 37.5% | 25 | 25 | Increases Offensive Military Efficiency | ||
Armouries | 2% 2% 1.5% |
50% 50% 37.5% |
25 | 25 | Decreases Draft Costs Reduction of Wages Decreases Training Costs | ||
Military Barracks | 1.5% | 37.5% | 25 | 25 | Lowers Attack Time | ||
Forts | 2.0% | 37.5% | 25 | 25 | Increases Defensive Military Efficiency | ||
Guard Stations | 2% | 50% | 25 | 25 | Decrease Resource Losses when Attacked | ||
Hospitals | 2% 3% |
50% 75% |
25 | 25 | Daily Chance of Curing the Plague Decreases Military Losses | ||
Guilds | 0.02% Wizards | 25 | 25 | Wizards Trained per day Guilds also increase spell duration | |||
Towers | 12 Runes | 25 | 25 | Produces 12 runes per day | |||
Thieves Dens | 4% 3% |
95% 75% |
25 | 25 | Lowers losses in Thievery Operations Bonus to TPA | ||
Watch Towers | 2% 3% |
50% 75% |
25 | 25 | Chance of Catching Enemy Thieves Rate of Repelling Individual Enemy Thieves | ||
Laboratories | 4% | 95% | 25 | 25 | Increase scientist spawn rate (Unaffected by BE) | ||
Universities | 2.5% | 50% | 25 | 25 | Protection of Scientists from Abducts | ||
Stables | 80 Horses | 2 Horse | 25 | 25 | Houses horses and increase their production rate | ||
Dungeons | 30 Prisoners | 25 | 25 | Houses Prisoners of War | |||
Building | Capacity | Flat Rate Base | Percent Base Effect | Percent Max | Living Space | Jobs | Description |
Retired buildings
- Shipyards: 1.5% chance of creating a boat, holds 5 boats per shipyard. 1 boat was needed per 100 troops sent to attack someone on another island.
- Universities: Produced 3 science points per acre
- Taverns: Lowered draft costs and mercenary costs
- Plazas: Employed extra peasants
- Strongholds: Increased OME (now Training Grounds)
- Mines: Produced a certain number of per acre
- Libraries: Increase in Science Effect (books)
- Schools: Protect a portion of science from Learn attacks (Learn Attack: Retired).
Related Links:
Buildings | |
---|---|
Civil Buildings | Barren Lands • Homes • Farms • Mills • Banks |
Military Buildings | Training Grounds • Armouries • Barracks • Forts • Guard Stations • Hospitals • Stables • Dungeons |
Thievery and Mystic Buildings | Guilds • Towers • Thieves' Dens • Watchtowers |
Science Buildings | Universities • Libraries |