Difference between revisions of "Economy"

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==Money==
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=Money=
  
 
=== Raw Income ===
 
=== Raw Income ===
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:Greed affects Merchants as a wage penalty, not an income penalty
 
:Greed affects Merchants as a wage penalty, not an income penalty
  
==Population==
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 +
 
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=Population=
 
===Total Population===
 
===Total Population===
 
  <b>Raw Living Space =</b> ((Built Land + Land in progress) * 25) + (Barren Land * 15) + (Homes * 8)   
 
  <b>Raw Living Space =</b> ((Built Land + Land in progress) * 25) + (Barren Land * 15) + (Homes * 8)   
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==Peasants==
 
==Peasants==
 
  
 
===Hourly Change===
 
===Hourly Change===
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===Available Jobs===
 
===Available Jobs===
 
  <b>Available Jobs =</b> (Completed Buildings - Homes) * 25
 
  <b>Available Jobs =</b> (Completed Buildings - Homes) * 25
 
  
 
===Unfilled Jobs===
 
===Unfilled Jobs===
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===Unemployed Peasants===
 
===Unemployed Peasants===
 
  <b>Unemployed Peasants =</b> Peasants - [[Economy#Employed_Peasants|Employed Peasants]]
 
  <b>Unemployed Peasants =</b> Peasants - [[Economy#Employed_Peasants|Employed Peasants]]
 
  
 
===Employment Rate===
 
===Employment Rate===

Revision as of 08:20, 10 November 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 + Land in progress) * 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% and ranges from 1.9457% up to 2.1525% (+/-5% of 2.05%)
  • 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