Difference between revisions of "Economy"

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(Military Expenses / Wages)
(Total Population)
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  <b>Raw Living Space =</b> (Built Land * 25) + (Barren Land * 15) + (Homes * Homes Mod)  
 
  <b>Raw Living Space =</b> (Built Land * 25) + (Barren Land * 15) + (Homes * Homes Mod)  
 
  <b>Mod Living Space =</b> Raw Living Space * Population Science * [[Honour#Honour_Effects|Honor Population Bonus]] * [[Race]] Bonus
 
  <b>Mod Living Space =</b> Raw Living Space * Population Science * [[Honour#Honour_Effects|Honor Population Bonus]] * [[Race]] Bonus
 
{{Mods}}
 
|-
 
| '''Race: [[Race#Gnomes|Gnome]]''' || 1.15 || 1
 
|-
 
| '''Honor Population Bonus''' || [[Honour|Check Table]]
 
|-
 
|}
 
 
  
 
===Current Population===
 
===Current Population===

Revision as of 15:37, 1 November 2010

Money

Raw Income

Raw Income = [(2.25*Employed Peasants) + (0.75*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 * Homes Mod) 
Mod Living Space = Raw Living Space * Population Science * Honor Population Bonus * Race Bonus

Current Population

Current Population = Peasants + Soldiers + Off Specs + Def Specs + Elites + Troops 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
  • 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