Difference between revisions of "Economy"

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(Employed Peasants: changed the ',' to a '-' in the equation between peasants and available jobs and added a note.)
m (Military Expenses / Wages)
 
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Banks and population produce money, wizards could cast it from [[Mystics#Tree_of_Gold|Tree of Gold]].
 
Banks and population produce money, wizards could cast it from [[Mystics#Tree_of_Gold|Tree of Gold]].
  
Spend money on Exploration, Building, Training and Wages.
+
Spend money on Exploration, Building, Training, Wages, Dragons or aid your teammates.
 
 
 
 
  
 
=== Raw Income ===
 
=== Raw Income ===
  <b>Raw Income =</b> (3 * Employed Peasants) + (1 * Unemployed Peasants) + (0.75 * Prisoners) + (Banks * 25 * BE)
+
  <b>Raw Income =</b> (3 * Employed Peasants) + (1 * Unemployed Peasants) + (0.75 * Prisoners) + Racial Gold Generation + (Banks * 25 * BE) + Miner's Mystique Gold Generation
  
 
===Modified Total Income===
 
===Modified Total Income===
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===Military Expenses / Wages===
 
===Military Expenses / Wages===
  <b>Military Expenses = </b>(((Def specs + Off specs )*0.5) + Elites * 0.75) * Wage Rate * Armouries Bonus * [[Race|Race Mod]] * [[Personality|Personality Mod]] * max([[Mystics#Inspire_Army|Inspire Army]] , [[Mystics#Hero's Inspiration|Hero's Inspiration]]) * [[Mystics#Greed|Greed]] * [[Science_Formulas#Science_Categories.2C_Types_and_Effects|Bookkeeping Science Effect]]
+
  <b>Military Expenses = </b>(((Def specs + Off specs ) * 0.5) + Elites * 0.75) * Wage Rate * Armouries Bonus * [[Race|Race Mod]] * [[Personality|Personality Mod]] * max([[Mystics#Inspire_Army|Inspire Army]] , [[Mystics#Hero's Inspiration|Hero's Inspiration]]) * [[Mystics#Greed|Greed]] * [[Ritual|Ritual]] * [[Dragons|Dragon]] * [[Science_Formulas#Science_Categories.2C_Types_and_Effects|Bookkeeping Science Effect]]  
  
 
'''Note'''
 
'''Note'''
:Wages are not paid to basic soldiers.
+
*Wages are not paid to basic soldiers
:Greed affects provinces as a wage penalty, not an income penalty
+
*Greed affects provinces as a wage penalty, not an income penalty
:Paladin's Inspiration overrides Inspire Army
 
  
 
=Population=
 
=Population=
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  <b>Raw Living Space =</b> ((Built Land + Land in progress) * 25) + (Barren Land * 15) + (Homes * Homes Capacity)   
 
  <b>Raw Living Space =</b> ((Built Land + Land in progress) * 25) + (Barren Land * 15) + (Homes * Homes Capacity)   
 
   
 
   
  <b>Mod Living Space =</b> (((Raw Living Space - Homes Bonus) * Race Bonus) + Homes Bonus) * Population Science * Honor Population Bonus
+
  <b>Mod Living Space =</b> Raw Living Space * Race Bonus * Population Science * Honor Population Bonus
  
 
'''Note'''
 
'''Note'''
:Honor Bonuses are calculated as 1+(Personality Mod * Base Honor Bonus)
+
*Honor Bonuses are calculated as 1 + (Personality Mod * Honor Bonus)
  
 
===Current Population===
 
===Current Population===
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'''Note'''
 
'''Note'''
:Prisoners do not add to the population
+
*Prisoners do not add to the population
  
 
==Peasants==
 
==Peasants==
  
 
===Hourly Change===
 
===Hourly Change===
  <b>Peasants Hourly Change =</b> (Current Peasants * ((Birth Rate + Love & Peace) * [[Buildings#Homes|Homes Bonus]] * [[Relations#Ending_A_War|EOWCF]] * Chastity - Storms)) - Drafted Soldiers - Wizards Trained
+
  <b>Peasants Hourly Change =</b> (Current Peasants * ((Birth Rate + Love & Peace) * Race Bonus * Hospitals Bonus * [[Relations#Ending_A_War|EOWCF]] * Chastity - Storms)) + ([[Buildings#Homes|Homes bonus]] * Chastity) - Drafted Soldiers - Wizards Trained
  
 
{{Mods}}
 
{{Mods}}
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| '''Storms''' || 1.5% || 0
 
| '''Storms''' || 1.5% || 0
 
|-
 
|-
| '''Chastity''' || 0 || 1
+
| '''Chastity''' || 0.5 || 1
 
|}
 
|}
 +
'''Note'''
 
* Base birth rate is 2.05% and ranges from 1.9457% up to 2.1525% (± 5% of 2.05%)
 
* Base birth rate is 2.05% and ranges from 1.9457% up to 2.1525% (± 5% of 2.05%)
 
* Base birth rate is increased to ~3% during Protection
 
* Base birth rate is increased to ~3% during Protection
* There must be enough living space for peasants to increase  
+
* There must be enough population space for peasants to increase  
* When a province is overpopulated, the number of peasants will decrease by 10% per tick.
+
* When a province is overpopulated, the number of peasants will decrease by 10% per tick
  
 
==Employment==
 
==Employment==
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===Employed Peasants===
 
===Employed Peasants===
 
  <b>Employed Peasants =</b> ''MIN'' ( Peasants - [[Economy#Available_Jobs|Available Jobs]] - ''ROUNDDOWN'' ( Prisoners* / 2 ) )
 
  <b>Employed Peasants =</b> ''MIN'' ( Peasants - [[Economy#Available_Jobs|Available Jobs]] - ''ROUNDDOWN'' ( Prisoners* / 2 ) )
 
+
'''Note'''
*Note that Prisoners is included in the Employed Peasants calculation for Building Efficiency. Prisoners cannot be considered actual peasants as they do not generate the same amount of gold as employed or unemployed peasants (they only generate 0.75 gold regardless of employment).
+
* Prisoners are included in the Employed Peasants calculation for Building Efficiency. Prisoners are not considered actual peasants, as they do not generate the same amount of gold as employed or unemployed peasants (they only generate 0.75 gold regardless of employment)
  
 
===Unemployed Peasants===
 
===Unemployed Peasants===
  <b>Unemployed Peasants =</b> Peasants - [[Economy#Employed_Peasants|Employed Peasants]]
+
  <b>Unemployed Peasants =</b> MIN(Peasants - [[Economy#Employed_Peasants|Employed Peasants]])
  
 
===Employment Rate===
 
===Employment Rate===
 
  <b>Employment Rate =</b> ([[Economy#Employed_Peasants|Employed Peasants]] / Peasants) * 100
 
  <b>Employment Rate =</b> ([[Economy#Employed_Peasants|Employed Peasants]] / Peasants) * 100
  
 +
{{Guide navigation}}
  
 
[[Category:Formulas]]
 
[[Category:Formulas]]

Latest revision as of 06:32, 5 December 2023

Money

Gold Coin (1gc or $1) is Utopian Currency, the base of Utopian Economics.

Banks and population produce money, wizards could cast it from Tree of Gold.

Spend money on Exploration, Building, Training, Wages, Dragons or aid your teammates.

Raw Income

Raw Income = (3 * Employed Peasants) + (1 * Unemployed Peasants) + (0.75 * Prisoners) + Racial Gold Generation + (Banks * 25 * BE) + Miner's Mystique Gold Generation

Modified Total Income

Modified Income = Raw Income * Plague * Riots * Bank % Bonus * Income Sci * Honor Income Mod 
                  * Race Mod * Personality Mod * Dragon * Ritual

Military Expenses / Wages

Military Expenses = (((Def specs + Off specs ) * 0.5) + Elites * 0.75) * Wage Rate * Armouries Bonus * Race Mod * Personality Mod * max(Inspire Army , Hero's Inspiration) * Greed * Ritual * Dragon * Bookkeeping Science Effect 

Note

  • Wages are not paid to basic soldiers
  • Greed affects provinces as a wage penalty, not an income penalty

Population

Total Population

Raw Living Space = ((Built Land + Land in progress) * 25) + (Barren Land * 15) + (Homes * Homes Capacity)  

Mod Living Space = Raw Living Space * Race Bonus * Population Science * Honor Population Bonus

Note

  • Honor Bonuses are calculated as 1 + (Personality Mod * Honor Bonus)

Current Population

Current Population = Peasants + Soldiers + Off Specs + Off Specs in Training + Def Specs + Def Specs in Training 
                     + Elites + Elites in Training + Thieves + Thieves in Training + Wizards

Note

  • Prisoners do not add to the population

Peasants

Hourly Change

Peasants Hourly Change = (Current Peasants * ((Birth Rate + Love & Peace) * Race Bonus * Hospitals Bonus * EOWCF * Chastity - Storms)) + (Homes bonus * Chastity) - Drafted Soldiers - Wizards Trained
Modifier Type Active Otherwise
Love & Peace 0.85% 0
Storms 1.5% 0
Chastity 0.5 1

Note

  • Base birth rate is 2.05% and ranges from 1.9457% up to 2.1525% (± 5% of 2.05%)
  • Base birth rate is increased to ~3% during Protection
  • There must be enough population space for peasants to increase
  • When a province is overpopulated, the number of peasants will decrease by 10% per tick

Employment

Available Jobs

Available Jobs = (Completed Buildings - Homes) * 25

Unfilled Jobs

Unfilled Jobs = MAX ( Available Jobs - Peasants - ROUNDDOWN( Prisoners / 2 ) , 0 )

Employed Peasants

Employed Peasants = MIN ( Peasants - Available Jobs - ROUNDDOWN ( Prisoners* / 2 ) )

Note

  • Prisoners are included in the Employed Peasants calculation for Building Efficiency. Prisoners are not considered actual peasants, as they do not generate the same amount of gold as employed or unemployed peasants (they only generate 0.75 gold regardless of employment)

Unemployed Peasants

Unemployed Peasants = MIN(Peasants - Employed Peasants)

Employment Rate

Employment Rate = (Employed Peasants / Peasants) * 100
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