Difference between revisions of "Economy"

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m (Current Population)
m (Total Population)
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===Total Population===
 
===Total Population===
 
  <b>Raw Living Space =</b> (Built Land * 25) + (Barren Land * 15) + (Homes * 8)   
 
  <b>Raw Living Space =</b> (Built Land * 25) + (Barren Land * 15) + (Homes * 8)   
  <b>Mod Living Space =</b> (Raw Living Space - Homes Bonus) * Population Science * [[Honour#Honour_Effects|Honor Population Bonus]] * [[Race]] Bonus + Homes Bonus
+
  <b>Mod Living Space =</b> (((Raw Living Space - Homes Bonus) * Race Bonus) + Homes Bonus) * Population Science * Honor Population Bonus
  
 
===Current Population===
 
===Current Population===

Revision as of 22:30, 11 June 2011

Money

Raw Income

Raw Income = [(2.75*Employed Peasants) + ((2.75/3)*Unemployed Peasants) + (0.5*Prisoners) + (Banks*25*BE)]

Modified Total Income

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

Military Expenses / Wages

Military Expenses = ((Def specs + Off specs + Elites)*0.5) * Wage Rate * Arms Bonus * Race Bonus * Inspire Army * Greed * Stance

Note

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

Population

Total Population

Raw Living Space = (Built Land * 25) + (Barren Land * 15) + (Homes * 8)  
Mod Living Space = (((Raw Living Space - Homes Bonus) * Race Bonus) + Homes Bonus) * Population Science * Honor Population 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 - Drafted Soldiers - Wizards Trained
  • base birth rate is 2.05% +-5%
  • 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.

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)))


Unemployed Peasants

Unemployed Peasants = Peasants - Employed Peasants


Employment Rate

Employment Rate = (Employed Peasants / Peasants) * 100