Difference between revisions of "Economy"

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(Birthrate)
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=== Raw Income ===
 
=== Raw Income ===
 
  <b>Raw Income =</b> [(2.25*Employed Peasants) + (0.75*Unemployed Peasants) + (0.5*Prisoners) + (Banks*25*BE)]
 
  <b>Raw Income =</b> [(2.25*Employed Peasants) + (0.75*Unemployed Peasants) + (0.5*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]]
 
                       * [[Race#Humans|Race]] Mod * [[Personality#The_Merchant|Personality]] Modifier * Monarchy * [[Dragons|Dragon]]
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|-
 
|-
 
|}
 
|}
 +
  
 
===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
 
  <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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| '''Aggressive Stance''' || 1.15 || 1
 
| '''Aggressive Stance''' || 1.15 || 1
 
|}
 
|}
 +
  
 
'''Note'''
 
'''Note'''
:No wages are paid to basic soldiers.
+
:Wages are not paid to basic soldiers.
:Greed affects Merchants as this is a wage penalty and not an income penalty
+
:Greed affects Merchants as a wage penalty, not an income penalty
 +
 
  
 
==Population==
 
==Population==
 
===Total Population===
 
===Total Population===
 
  <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
  
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|-
 
|-
 
|}
 
|}
 +
  
 
===Current Population===
 
===Current Population===
  <b>Current Population =</b> Peasants + Soldiers + Off Specs + Def Specs + Elites + Troops in Training + Thieves + Thieves in Training + Wizards
+
  <b>Current Population =</b> Peasants + Soldiers + Off Specs + Def Specs + Elites + Troops in Training
 +
                                  + Thieves + Thieves in Training + Wizards
  
 
'''Note'''
 
'''Note'''
:Prisoners do not take up space
+
:Prisoners do not add to the population
  
  
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===Available Jobs===
 
===Available Jobs===
 
  <b>Available Jobs =</b> (Completed Buildings - Homes) * 25
 
  <b>Available Jobs =</b> (Completed Buildings - Homes) * 25
 +
  
 
===Unfilled Jobs===
 
===Unfilled Jobs===
 
  <b>Unfilled Jobs =</b> MAX([[Economy#Available_Jobs|Available Jobs]] - Peasants - ROUNDDOWN(Prisoners / 2),0)
 
  <b>Unfilled Jobs =</b> MAX([[Economy#Available_Jobs|Available Jobs]] - Peasants - ROUNDDOWN(Prisoners / 2),0)
 +
  
 
===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)))
 +
  
 
===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===
 
  <b>Employment Rate =</b> ([[Economy#Employed_Peasants|Employed Peasants]] / Peasants) * 100
 
  <b>Employment Rate =</b> ([[Economy#Employed_Peasants|Employed Peasants]] / Peasants) * 100
 +
  
 
[[Category:Formulas]]
 
[[Category:Formulas]]

Revision as of 06:00, 16 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

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
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 add to the population


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