Difference between revisions of "Economy"

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m (Modified Total Income)
m (Military Expenses / Wages)
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===Military Expenses / Wages===
 
===Military Expenses / Wages===
  <b>Military Expenses = </b>(((Def specs + Off specs )*0.5) + Elites * 0.7) * Wage Rate * Armouries Bonus * [[Race|Race Mod]] * max([[Mystics#Inspire_Army|Inspire Army]] , [[Mystics#Paladin's Inspiration|Paladin'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 * 0.7) * 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]]
  
 
'''Note'''
 
'''Note'''

Revision as of 09:25, 1 July 2020

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) + (0.625 * 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 * War Stance * Ritual

Military Expenses / Wages

Military Expenses = (((Def specs + Off specs )*0.5) + Elites * 0.7) * 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
Paladin's Inspiration overrides Inspire Army

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% )
  • 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 ) )

Unemployed Peasants

Unemployed Peasants = Peasants - Employed Peasants

Employment Rate

Employment Rate = (Employed Peasants / Peasants) * 100