Science: Obsolete and historical data

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Age 77

Science Bonus = [ MIN( Science Multiplier * Skill points , Cap ) + MAX( 0, Science Multiplier * Skill points - Cap ) * Diminishing Return Factor ] * Race Mod * Personality Mod * Scientific Insights Mod 
Skill points = Number of Novices + 1.5 * Number of Graduates + 2 * Number of Professors
Modifier Type Multiplier Science Category
Personality: Heretic 1.3 Crime
Personality: Heretic 1.3 Channeling
Personality: Rogue 1.5 Crime
Personality: Mystic 1.75 Channeling
Personality: Sage 1.3 All
Spell: Scientific Insights 1.1 All


*NOTE* Starting Age 73: Science no longer has a hard maximum for all categories. Science will scale in a linear fashion up to stated maximums (Cap) as normal. Once this point is reached, additional scientists will yield diminishing returns.

Science Category Effect Multiplier Cap Scientist Cap
Alchemy Income 0.500% 30% 30
Tools Building Effectiveness 0.333% 20% 30
Housing Population Limits 0.250% 15% 30
Production Food & Rune Production 2.000% 120% 30
Military Military Efficiency 0.250% 15% 30
Crime Thievery Effectiveness 1.667% 100% 30
Channeling Magic Effectiveness 2.084% 125% 30
  • As of Age 77, Universities protect a province from Amnesia.
  • Starting Age 77, the number of scientists required for (soft) cap will be the same number for all categories: 30.
  • Abduct attack has been removed in Age 77.


Age 69 - Age 76

Abduct Attacks

  • Through combat, you can abduct scientists from another province. Universities protect a province from abduction. Note: Abduct attack has been removed in Age 77.

Changelog

  • Age 69: The new science system is introduced.
  • Age 70: Professors experience capped at 72 hours (a maxed-out professor will provide ~624gc Networth). 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.
  • Age 71: Approximately +50% scientists will be required to reach maximum effects (see table below). Production Science maximum will be 120% (down from 200%) and it will increase both Food and Rune production.
  • Age 72: Scientists are generated on a flat ratio (7.5) similar to wizards instead of via RNG.
  • 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.
  • Age 74: Scientist experience will now show on the Science page and in the Spy on Sciences.
  • Age 76: The number of scientists required for soft cap will be the same number for all categories: 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


Obsolete and historical data
Science  • Stances