Difference between revisions of "Exploring, Construction & Building Formulas"

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m (Effects of Buildings)
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'''Notes'''
 
'''Notes'''
 
* ''Generally all cases prove to be accurate to within minus 0gc - 30gc (Calculated costs slightly overestimate).''
 
* ''Generally all cases prove to be accurate to within minus 0gc - 30gc (Calculated costs slightly overestimate).''
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 +
  
 
==Construction==
 
==Construction==
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==Buildings==
 
==Buildings==
 
===Building Efficiency===
 
===Building Efficiency===
  <b>Building Efficiency =</b> [0.5 * (Peasants + (Prisoners/2))] / [((2*Total Jobs)/3) + 1) * Science + Race + Stance - Dragon]<br>
+
  <b>Building Efficiency =</b> [0.5 * (Peasants + (Prisoners/2))] / [((2*Total Jobs)/3) + 1) * Science + Race + Stance - Dragon]
 +
* '''NB.''' "Current Available Workers" given on the Internal Affairs Advisor page already takes the prisoners into account. So the number given there is "Peasants + Prisoners / 2".
 +
* Workers Required for Maximum Effectiveness = 67% of Total Jobs filled
 +
* Building Efficiency affects all Flat-Rate and Percentage-Based buildings.
 +
 
 +
 
 
  <b>Rate of Change of Building Efficiency =</b> Formula
 
  <b>Rate of Change of Building Efficiency =</b> Formula
 
* Building Efficiency affects all Flat-Rate and Percentage-Based buildings.
 
 
* Changes in Building Efficiency takes effect gradually.
 
* Changes in Building Efficiency takes effect gradually.
* Workers Required for Maximum Effectiveness = 67% of Total Jobs filled
 
* '''NB.''' "Current Available Workers" given on the Internal Affairs Advisor page already takes the prisoners into account. So the number given there is "Peasants + Prisoners / 2".
 
  
  

Revision as of 09:39, 2 July 2009

Exploration Costs

Soldier Cost

Sol Costs for Exploration = ROUND((CurrentAcres * 0.0065) * Race Mod * War Effect)
Modifier Type Active Otherwise
War 2 1
Dark Elf 1.2 1

GC Costs

GC Costs for Exploration = ((Current Acres * 3) - 500) * War Mod * Race Mod * Mills Effect
Modifier Type Active Otherwise
War 2 1
Dark Elf 1.2 1

Notes

  • Generally all cases prove to be accurate to within minus 0gc - 30gc (Calculated costs slightly overestimate).


Construction

Construction Time

Construction Time = 22 * Personality Mod * Builders Boon * Double Speed * Fortified
Modifier Type Active Otherwise
Pers: Shepherd 0.7 1
Builders Boon 0.9 1
Double Speed 0.5 1 n.b. = 0.75 in prot
Fortified 0.8 1

Construction Costs

Construction Costs = Race Mod * Mills Mod * Double Speed * 8/31 * (Land + 2900) 
Modifier Type Active Otherwise
Race: Dwarf 0 1
Doublespeed 2 1

Raze Costs

Raze Costs = (1400 + Land) / 4  


Buildings

Building Efficiency

Building Efficiency = [0.5 * (Peasants + (Prisoners/2))] / [((2*Total Jobs)/3) + 1) * Science + Race + Stance - Dragon]
  • NB. "Current Available Workers" given on the Internal Affairs Advisor page already takes the prisoners into account. So the number given there is "Peasants + Prisoners / 2".
  • Workers Required for Maximum Effectiveness = 67% of Total Jobs filled
  • Building Efficiency affects all Flat-Rate and Percentage-Based buildings.


Rate of Change of Building Efficiency = Formula
  • Changes in Building Efficiency takes effect gradually.


Modifier Type Active Otherwise
Race: Dwarf 1.3 1
Stance: Peaceful 1.05 1
Dragon: Gold 0.8 1


Effects of Buildings

Percentage Based Buildings = Base Effect * BE * % of building * (1 - % of building)

Flat Rate Buildings = Base Effect * Number of Buildings * BE * Monarchy Bonus * Science