Science Formulas

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Revision as of 12:24, 7 October 2018 by Avenger (talk | contribs) (Scientist Spawn Rate)
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Science Effects

Each province starts with a set number of scientists assigned to the three science categories. Scientists start out as Recruits, then as they progress they provide incrementally greater benefits with each progression.
Scientist experience is based on how many books they have produced in that category.
Scientists have no networth value.

  • Recruit -> Novice = X Books produced (X hours)
  • Novice -> Graduate = X Books produced (X hours)
  • Graduate -> Professor = X Books produced (X hours)

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 = X * Race Mod * Laboratories Effect * Revelation Mod
Modifier Type Multiplier
Spell: Revelation 1.3

Scientists produce a set number of books each tick in the category they are allocated, based on their rank. Schools increase this effect.

Rank Books
Recruit 100
Novice 125
Graduate 150
Professor 200

Scientist Networth

Networth Per Scientist = ~1.7gc * tick of experience
  • Professors experience caps at 72 hours
  • A maxed-out professor will provide ~413gc Networth

Obsolete and historical data - saved for reference

Historical information on science systems and formulas can be found here: Science: Obsolete and historical data


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