Difference between revisions of "Economy"

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==Money==
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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 [[Mystics#Tree_of_Gold|Tree of Gold]].
 +
 
 +
Spend money on Exploration, Building, Training, Wages, Dragons or aid your teammates.
  
 
=== Raw Income ===
 
=== Raw Income ===
  <b>Raw Income =</b> [(2.25*Employed Peasants) + (1/3*Unemployed Peasants) + (0.5*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===
 +
<b>Modified Income =</b> Raw Income * [[The_Plague|Plague]] * [[Thievery#Incite_Riots|Riots]] * Bank % Bonus * Income Sci * [[Honor#Effects|Honor Income Mod]]
 +
                  * [[Race#Humans|Race]] Mod * [[Personality#The_Merchant|Personality]] Mod * [[Dragons|Dragon]] * [[Ritual|Ritual]]
  
  <b>Modified Income =</b> Raw Income * Plague * [[Thievery#Incite_Riots|Riots]] * Bank % Bonus * Income Sci * [[Honor#Effects|Honor Income Mod]]  
+
===Military Expenses / Wages===
                      * [[Race#Humans|Race]] Mod * [[Personality#The_Merchant|Personality]] Modifier * Monarchy * Dragon
+
  <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]]
  
{{Mods}}
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'''Note'''
|-
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*Wages are not paid to basic soldiers
| '''Plague modifier''' || 0.85 || 1 (or if Personality = Merchant)
+
*Greed affects provinces as a wage penalty, not an income penalty
|-
 
| '''[[Thievery#Incite_Riots|Riots]] modifier''' || 0.8 || 1 (or if Personality = Merchant)
 
|-
 
| '''Race Modifier: [[Race#Humans|Human]]''' || 1.25 || 1
 
|-
 
| '''Personality Mod: [[Personality#The_Merchant|Merchant]]''' || 1.15 || 1
 
|-
 
| '''Monarchy''' || 1.1 || 1
 
|-
 
| '''Dragon''' || 0.9 || 1
 
|-
 
| '''Honor Income Bonus''' || [[Honour|Check Table]]
 
|-
 
|}
 
  
===Military Expenses===
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=Population=
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===Total Population===
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<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 * Race Bonus * Population Science * Honor Population Bonus
  
<b>Military Expenses = </b>((Def specs + Off specs + Elites)*0.5) * Wage Rate * Arms Bonus * Race Bonus * [[Mystics#Inspire_Army|Inspire Army]] * [[Mystics#Greed|Greed]] * Stance
+
'''Note'''
 +
*Honor Bonuses are calculated as 1 + (Personality Mod * Honor Bonus)
  
{{Mods}}
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===Current Population===
|-
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<b>Current Population =</b> Peasants + Soldiers + Off Specs + Off Specs in Training + Def Specs + Def Specs in Training
| '''Race Mod: [[Race#Orcs|Orc]]''' || 0.5 || 1 (unless DE)
+
                      + Elites + Elites in Training + Thieves + Thieves in Training + Wizards
|-
 
| '''Race Mod: [[Race#Dark_Elves|Dark Elf]]''' || 1.25 || 1 (unless Orc)
 
|-
 
| '''[[Mystics#Inspire_Army|Inspire Army]]''' || 0.85 || 1
 
|-
 
| '''[[Mystics#Greed|Greed]]''' || 1.25 || 1
 
|-
 
| '''Aggressive Stance''' || 1.15 || 1
 
|}
 
  
 
'''Note'''
 
'''Note'''
:No wages are paid to basic soldiers.
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*Prisoners do not add to the population
:Greed affects Merchants as this is a wage penalty and not an income penalty
 
  
 +
==Peasants==
  
==Population==
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===Hourly Change===
===Total Population===
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  <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
  <b>Raw Living Space =</b> (Built Land * 25) + (Barren Land * 15) + (Homes * Homes Mod)
 
 
 
<b>Mod Living Space =</b> Raw Living Space * Population Science * [[Honour#Honour_Effects|Honor Population Bonus]] * [[Race]] Bonus
 
  
 
{{Mods}}
 
{{Mods}}
 
|-
 
|-
| Homes Mod || 10 if Gnome || 8 otherwise
+
| '''Love & Peace''' || 0.85% || 0
 
|-
 
|-
| '''Race: [[Race#Gnomes|Gnome]]''' || 1.15 || 1
+
| '''Storms''' || 1.5% || 0
|-
 
| '''Honor Population Bonus''' || [[Honour|Check Table]]
 
 
|-
 
|-
 +
| '''Chastity''' || 0.5 || 1
 
|}
 
|}
 
 
===Current Population===
 
<b>Current Population =</b> Peasants + Off Specs + Def Specs + Elites + Troops in Training + Thieves + Thieves in Training + Wizards
 
 
 
'''Note'''
 
'''Note'''
:Prisoners do not take up space
+
* Base birth rate is 2.05% and ranges from 1.9457% up to 2.1525% (± 5% of 2.05%)
 
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* Base birth rate is increased to ~3% during Protection
 
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* There must be enough population space for peasants to increase  
==Peasants==
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* When a province is overpopulated, the number of peasants will decrease by 10% per tick
===Birthrate===
 
 
 
===Hourly Change===
 
<b>Peasants Hourly Change =</b> Current Peasants * Birth Rate - Drafted Soldiers - Wizards Trained
 
* There must be enough living space for peasants to increase  
 
* When a province is overpopulated, the number of peasants will decrease by 7% per hour change.
 
 
 
===Bonuses===
 
----
 
<b>12h bonus =</b> (5 * Number of Peasants) gc
 
 
 
<b>20h bonus =</b> (15 * Number of Peasants) gc
 
 
 
'''NB.'''
 
* The number of peasants is determined when you log in FOR your bonus.
 
* Bonuses are started the minute you press ''Login''. They count by the minute e.g. if you Logged in at 1.20pm, your 12 hour bonus would be due at 1.20am.
 
 
 
====Start of Age additional condition====
 
* To collect the first bonus, you have to login sometime in the first four hours of freeze time to trigger the bonus timer. Then, log off and do not login again until 1st Feb Y0.
 
  
 
==Employment==
 
==Employment==
Line 100: Line 61:
  
 
===Unfilled Jobs===
 
===Unfilled Jobs===
  <b>Unfilled Jobs =</b> MAX([[Economy#Available_Jobs|Available Jobs]] - Peasants - ROUNDDOWN(Prisoners / 2),0)
+
  <b>Unfilled Jobs =</b> ''MAX'' ( [[Economy#Available_Jobs|Available Jobs]] - Peasants - ''ROUNDDOWN''( Prisoners / 2 ) , 0 )
  
 
===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 ) )
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'''Note'''
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* 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
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 +
{{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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