Difference between revisions of "Economy"

From The Utopian Encyclopedia
Jump to: navigation, search
m (Hourly Change)
m (Employed Peasants)
(16 intermediate revisions by 3 users not shown)
Line 5: Line 5:
 
Banks and population produce money, wizards could cast it from [[Mystics#Tree_of_Gold|Tree of Gold]].
 
Banks and population produce money, wizards could cast it from [[Mystics#Tree_of_Gold|Tree of Gold]].
  
Spend money on Exploration, Building, Training and Wages.
+
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) + (0.625 * Prisoners) + (Banks * 25 * BE)
+
  <b>Raw Income =</b> (3 * Employed Peasants) + (1 * Unemployed Peasants) + (0.75 * Prisoners) + (Banks * 25 * BE)
  
 
===Modified Total Income===
 
===Modified Total Income===
Line 17: Line 15:
  
 
===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 Bonus]] * 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 * 0.75) * 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.
+
*Wages are not paid to basic soldiers
:Greed affects Humans as a wage penalty, not an income penalty
+
*Greed affects provinces as a wage penalty, not an income penalty
:Paladin's Inspiration overrides Inspire Army
 
  
 
=Population=
 
=Population=
Line 31: Line 28:
  
 
'''Note'''
 
'''Note'''
:Honor Bonuses are calculated as 1+(Personality Mod * Base Honor Bonus)
+
*Honor Bonuses are calculated as 1 + (Personality Mod * Honor Bonus)
  
 
===Current Population===
 
===Current Population===
Line 38: Line 35:
  
 
'''Note'''
 
'''Note'''
:Prisoners do not add to the population
+
*Prisoners do not add to the population
  
 
==Peasants==
 
==Peasants==
Line 53: Line 50:
 
| '''Chastity''' || 0 || 1
 
| '''Chastity''' || 0 || 1
 
|}
 
|}
* Base birth rate is 2.05% and ranges from 1.9457% up to 2.1525% ( ± 5% of 2.05% )
+
'''Note'''
* There must be enough living space for peasants to increase  
+
* Base birth rate is 2.05% and ranges from 1.9457% up to 2.1525% (± 5% of 2.05%)
* When a province is overpopulated, the number of peasants will decrease by 10% per tick.
+
* 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==
 
==Employment==
Line 65: Line 64:
  
 
===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 ) )
 +
'''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===

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