Difference between revisions of "Economy"

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==Money==
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=Money=
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'''Gold Coin''' (1gc or $1) is Utopian Currency, the base of Utopian Economics.
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 +
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> (2.75 * Employed Peasants) + (2.75/3 * Unemployed Peasants) + (0.5 * Prisoners) + (Banks * 25 * BE)
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  <b>Raw Income =</b> (3 * Employed Peasants) + (1 * Unemployed Peasants) + (0.75 * Prisoners) + (Banks * 25 * BE)
  
 
===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]]  
 
  <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]] Modifier * Monarchy * [[Dragons|Dragon]]
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                   * [[Race#Humans|Race]] Mod * [[Personality#The_Merchant|Personality]] Mod * [[Dragons|Dragon]] * [[Ritual|Ritual]]
  
 
===Military Expenses / Wages===
 
===Military Expenses / Wages===
  <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
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  <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]] * [[Science_Formulas#Science_Categories.2C_Types_and_Effects|Bookkeeping Science Effect]]
  
 
'''Note'''
 
'''Note'''
:Wages are not paid to basic soldiers.
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*Wages are not paid to basic soldiers
:Greed affects Merchants as a wage penalty, not an income penalty
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*Greed affects provinces as a wage penalty, not an income penalty
  
==Population==
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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)   
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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 - Homes Bonus) * Race Bonus) + Homes Bonus) * Population Science * Honor Population Bonus
 
  <b>Mod Living Space =</b> (((Raw Living Space - Homes Bonus) * Race Bonus) + Homes Bonus) * Population Science * Honor Population Bonus
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'''Note'''
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*Honor Bonuses are calculated as 1 + (Personality Mod * Honor Bonus)
  
 
===Current Population===
 
===Current Population===
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'''Note'''
 
'''Note'''
:Prisoners do not add to the population
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*Prisoners do not add to the population
  
 
==Peasants==
 
==Peasants==
  
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===Hourly Change===
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<b>Peasants Hourly Change =</b> (Current Peasants * ((Birth Rate + Love & Peace) * [[Buildings#Homes|Homes Bonus]] * [[Relations#Ending_A_War|EOWCF]] * Chastity - Storms)) - Drafted Soldiers - Wizards Trained
  
===Hourly Change===
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{{Mods}}
<b>Peasants Hourly Change =</b> Current Peasants * Birth Rate - Drafted Soldiers - Wizards Trained
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|-
* base birth rate is 2.05% and ranges from 1.9457% up to 2.1525% (+/-5% of 2.05%)
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| '''Love & Peace''' || 0.85% || 0
* There must be enough living space for peasants to increase  
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|-
* When a province is overpopulated, the number of peasants will decrease by 7% per hour change.
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| '''Storms''' || 1.5% || 0
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|-
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| '''Chastity''' || 0 || 1
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|}
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'''Note'''
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* 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  
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* When a province is overpopulated, the number of peasants will decrease by 10% per tick
  
 
==Employment==
 
==Employment==
 
===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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===Employed Peasants===
 
===Employed Peasants===
  <b>Employed Peasants =</b> ''MIN'' ( Peasants , [[Economy#Available_Jobs|Available Jobs]] - ''ROUNDDOWN'' ( Prisoners / 2 ) )
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  <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> Peasants - [[Economy#Employed_Peasants|Employed Peasants]]
 
  
 
===Employment Rate===
 
===Employment Rate===

Revision as of 13:39, 25 April 2021

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) + (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 * 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

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 = Peasants - Employed Peasants

Employment Rate

Employment Rate = (Employed Peasants / Peasants) * 100