Difference between revisions of "Economy"

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==Peasants==
 
==Peasants==
===Birthrate===
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===Hourly Change===
 
===Hourly Change===

Revision as of 08:12, 3 November 2009

This is part of the Utopia WIKI Formula Series.

THIS PAGE attempts to list formulas as relevant to Economy. If you would like to add a new formula feel free to include it within the text. Ensure that you check the discussions page for Economy to ensure that this formula is not under discussion/research, or contribute your research there if you do feel so inclined.


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
Modifier Type Active Otherwise
Plague modifier 0.85 1 (or if Personality = Merchant)
Riots modifier 0.8 1 (or if Personality = Merchant)
Race Modifier: Human 1.25 1
Personality Mod: Merchant 1.15 1
Monarchy 1.1 1
Dragon 0.9 1
Honor Income Bonus Check Table

Military Expenses / Wages

Military Expenses = ((Def specs + Off specs + Elites)*0.5) * Wage Rate * Arms Bonus * Race Bonus * Inspire Army * Greed * Stance
Modifier Type Active Otherwise
Race Mod: Elf 0.5 1 (unless DE)
Race Mod: Dark Elf 1.25 1 (unless Elf)
Inspire Army 0.85 1
Greed 1.25 1
Aggressive Stance 1.15 1

Note

No wages are paid to basic soldiers.
Greed affects Merchants as this is a wage penalty and 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
Modifier Type Active Otherwise
Race: Gnome 1.15 1
Honor Population Bonus Check Table

Current Population

Current Population = Peasants + Soldiers + Off Specs + Def Specs + Elites + Troops in Training + Thieves + Thieves in Training + Wizards

Note

Prisoners do not take up space


Peasants

Hourly Change

Peasants Hourly Change = Current Peasants * Birth Rate - Drafted Soldiers - Wizards Trained - Storms
  • Storms kills 1.5% peasants per hour change.
  • 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