Science Formulas
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
NOTE: Starting Age 77, scientists required for soft cap will be the same number in all categories at 30
Science Category | Effect | Multiplier | Soft Cap |
Alchemy | Income | 0.500% | 30% |
Tools | Building Effectiveness | 0.333% | 20% |
Housing | Population Limits | 0.250% | 15% |
Production | Food & Rune Production | 2.000% | 120% |
Military | Military Efficiency | 0.250% | 15% |
Crime | Thievery Effectiveness | 1.666% | 100% |
Channeling | Magic Effectiveness | 2.083% | 125% |
Scientist Spawn Rate
Each province starts with a set number of scientists assigned to the various science categories. Scientists start out as Recruits that provide no bonus, then as they progress ther provide incrementally greater benefits with each progression.
- Recruit -> Novice = 3 Utopian days (3 hours)
- Novice -> Graduate = 72 Utopian days (3 days)
- Graduate -> Professor = 96 Utopian days (4 days)
Scientists can be re-assigned at any time, but revert to Recruit level when doing so.
Every tick each province builds progress towards a new random scientist. Laboratories increase the rate of this progress.
Scientists Spawn Rate = 10 * Race Mod * Laboratories Effect * Revelation Mod
Abduct Attacks
Through combat, you can abduct scientists from another province. Universities protect a province from abduction.
Scientist Networth
Networth Per Scientist = ~1.7gc * tick of experience
- A maxed-out professor will provide ~624gc Networth
Obsolete and historical data - saved for reference only
Science: Obsolete and historical data
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