Economy

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Revision as of 23:26, 18 April 2021 by Umajon911 (talk | contribs) (Military Expenses / Wages)
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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 and Wages.


Raw Income

Raw Income = (3 * Employed Peasants) + (1 * Unemployed Peasants) + (0.75 * Prisoners) + (Banks * 25 * BE)

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 * 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 - Homes Bonus) * Race Bonus) + Homes Bonus) * Population Science * Honor Population Bonus

Note

Honor Bonuses are calculated as 1+(Personality Mod * Base 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) * Homes Bonus * EOWCF * Chastity - Storms)) - Drafted Soldiers - Wizards Trained
Modifier Type Active Otherwise
Love & Peace 0.85% 0
Storms 1.5% 0
Chastity 0 1
  • 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 living 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 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).

Unemployed Peasants

Unemployed Peasants = Peasants - Employed Peasants

Employment Rate

Employment Rate = (Employed Peasants / Peasants) * 100