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

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==Exploration Costs==
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flag:delete
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Deprecated. Already added content to the [[Explore]] and [[Growth]] pages.
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<!---
 
===Soldier Cost===
 
===Soldier Cost===
  <b>Sol Costs for Exploration =</b> ROUND((CurrentAcres * 0.0065) * Race Mod * [[Relations#War|War Effect]])
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  <b>Exploration Soldier Cost =</b> ''ROUND'' (3 + Metric/210 * War Status * Mills)
 
 
{{Mods}}
 
| '''[[Relations#War|War]]''' || 2 || 1
 
|-
 
| '''[[Race#Dark_Elves|Dark Elf]]''' || 1.2 || 1
 
|-
 
|}
 
  
 
===GC Costs===
 
===GC Costs===
  <b>GC Costs for Exploration =</b> ((Current Acres * 3) - 500) * [[Relations#War|War Mod]] * Race Mod * Mills Effect
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  <b>Exploration Gold Cost =</b> ''Floor'' ((600 +  2.3 * Metric) * War Status * Mills)
 
 
{{Mods}}
 
| '''[[Relations#War|War]]''' || 2 || 1
 
|-
 
| '''[[Race#Dark_Elves|Dark Elf]]''' || 1.2 || 1
 
|-
 
|}
 
'''Notes'''
 
* ''Generally all cases prove to be accurate to within minus 0gc - 30gc (Calculated costs slightly overestimate).''
 
 
 
  
 +
where
  
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<b>Metric      =</b> ( Full Metric + Half Metric )<sup>1.12</sup>
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 +
<b>Full Metric  =</b> Total Land - 300
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 +
<b>Half Metric  =</b> ''MIN'' (Full Metric / 2 , [Land Explored - Land Lost] / 2)
 +
--->
 
==Construction==
 
==Construction==
 
===Construction Time===
 
===Construction Time===
  <b>Construction Time =</b> 22 * Personality Mod * Builders Boon * Double Speed * Fortified
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  <b>Construction Time =</b> 16 * Racial Mod * Personality Mod * Builders Boon * Double Speed * Expedient Ritual Mod * Artisan Science Mod
  
 
{{Mods}}
 
{{Mods}}
| '''Pers: [[Personality#The_Shepherd|Shepherd]]''' || 0.7 || 1
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| '''[[Mystics#Builders_Boon|Builders Boon]]''' || 0.75 || 1
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|-
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| '''Double Speed''' || 0.5 || 1
 
|-
 
|-
| '''[[Mystics#Builders_Boon|Builders Boon]]''' || 0.9 || 1
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| '''Double Speed in Protection''' || 0.75 || 1  
 
|-
 
|-
| '''Double Speed''' || 0.5 || 1
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| '''War''' || 0.75 || 1  
|''n.b. = 0.75 in prot''
 
 
|-
 
|-
| '''[[Dragons,_Aid_%26_Stances#Fortified|Fortified]]''' || 0.8 || 1
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| '''[[Ritual|Expedient Ritual]]''' || 0.8 (if at 100% efficiency) || 1
 
|}
 
|}
  
 
===Construction Costs===
 
===Construction Costs===
  <b>Construction Costs =</b> Race Mod * Mills Mod * Double Speed * 8/31 * (Land + 2900)
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  <b>Construction Costs =</b> 0.05*(land+10000) * Race Mod * Mills Mod * Double Speed * Expedient Ritual Mod * Artisan Science Mod
  
 
{{Mods}}
 
{{Mods}}
| '''Race: [[Race#Dwarves|Dwarf]]''' || 0 || 1
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| '''Double Speed''' || 2 || 1
 
|-
 
|-
| '''Doublespeed''' || 2 || 1
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| '''Race: Dwarf''' || 0.5 || 1
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|-
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| '''[[Ritual|Expedient Ritual]]''' || 0.75 (if at 100% efficiency) || 1
 
|}
 
|}
  
 
===Raze Costs===
 
===Raze Costs===
  <b>Raze Costs =</b> (1400 + Land) / 4 
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  <b>Raze Costs =</b> (300+(0.05*land) * Artisan Science Mod
 
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<!--
 +
{{Mods}}
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| '''Race: [[Race#Dwarves|Dwarf]]''' || 0.5 || 1
 +
|}
 +
-->
  
 
==Buildings==
 
==Buildings==
 
===Building Efficiency===
 
===Building Efficiency===
  <b>Building Efficiency =</b> [0.5 * (Peasants + (Prisoners/2))] / [((2*Total Jobs)/3) + 1) * Science + Race + Stance - Dragon]
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  <b>Available Workers        = </b> Peasants + ''ROUNDDOWN'' ( Prisoners / 2 )
* '''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".
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* Workers Required for Maximum Effectiveness = 67% of Total Jobs filled
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<b>Optimal Workers          = </b> ''ROUNDDOWN'' ( Total Jobs * 0.67 )
* Building Efficiency affects all [[Buildings#Classes_of_Buildings|Flat-Rate]] and [[Buildings#Classes_of_Buildings||Percentage-Based buildings]].
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* Building Efficiency has '''NO''' effect on Capacity buildings as well as [[Buildings#Libraries|Libraries]].
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<b>% Jobs Performed          = </b> ''MIN'' ( Available Workers / Optimal Workers '','' 1 )
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<b>Building Efficiency      = </b> (0.5 * (1 + % Jobs Performed)) * Race * Personality * Tools Science * Dragon * Blizzard
  
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* The "Current Available Workers" value, provided by the Internal Affairs Adviser page, already takes prisoners into account.
 +
* Building Efficiency affects all [[Buildings#Classes_of_Buildings|Flat Rate]] and [[Buildings#Classes_of_Buildings|Percentage-Based]] buildings.
 +
* Building Efficiency has '''NO''' effect on Capacity component of Capacity Buildings as well as [[Buildings#Universities|Universities]].
  
<b>Rate of Change of Building Efficiency =</b> Formula
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<!---<b>Building Efficiency Change Rate  = </b> Formula--->
* Changes in Building Efficiency takes effect gradually.
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* Changes in Building Efficiency take effect gradually.
 
 
  
 
{{Mods}}
 
{{Mods}}
 
|-
 
|-
| '''Race: [[Race#Dwarves|Dwarf]]''' || 1.3 || 1  
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| '''Race: Dwarf''' || 1.25 || 1  
 
|-
 
|-
| '''Stance: [[Dragons,_Aid_%26_Stances#Peaceful|Peaceful]]''' || 1.05 || 1  
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| '''Dragon: [[Dragons#Topaz|Topaz]]''' || 0.75 || 1
 
|-
 
|-
| '''Dragon: [[Dragons#Gold|Gold]]''' || 0.8 || 1
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| '''Spell: [[Mystics#Blizzard|Blizzard]]''' || 0.9 || 1  
 
|}
 
|}
  
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=== Building Effects ===
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<b>[[Buildings#Classes_of_Buildings|Percentage Based Buildings]] =</b> Base Effect * BE * MIN(50%, % of building * (1 + Race)) * (100% - MIN(50%, % of building * (1 + Race)))
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<b>[[Buildings#Classes_of_Buildings|Flat Rate Buildings]] =</b> Base Effect * (Number of Buildings * (1 + Race)) * BE
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* In general, the Max Effect of a %-Based Building is 25 x Base Effect (exceptions apply, refer to table)
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* If your BE is less than 100%, the effect you would have with 50% of that building is the maximum.
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* If you have less than 100% BE, additional buildings past 50% will have no effect.
  
===Effects of Buildings===
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==Related Links:==
<b>[[Buildings#Classes_of_Buildings|Percentage Based Buildings]] =</b> Base Effect * BE * % of building * (1 - % of building)
 
<br>
 
<b>[[Buildings#Classes_of_Buildings|Flat Rate Buildings]] =</b> Base Effect * Number of Buildings * BE * Monarchy Bonus * Science
 
 
 
  
 +
{{Guide navigation}}
 +
{{Buildings}}
  
 
[[Category:Formulas]]
 
[[Category:Formulas]]

Latest revision as of 15:51, 4 March 2024

flag:delete

Deprecated. Already added content to the Explore and Growth pages.

Construction

Construction Time

Construction Time = 16 * Racial Mod * Personality Mod * Builders Boon * Double Speed * Expedient Ritual Mod * Artisan Science Mod
Modifier Type Active Otherwise
Builders Boon 0.75 1
Double Speed 0.5 1
Double Speed in Protection 0.75 1
War 0.75 1
Expedient Ritual 0.8 (if at 100% efficiency) 1

Construction Costs

Construction Costs = 0.05*(land+10000) * Race Mod * Mills Mod * Double Speed * Expedient Ritual Mod * Artisan Science Mod
Modifier Type Active Otherwise
Double Speed 2 1
Race: Dwarf 0.5 1
Expedient Ritual 0.75 (if at 100% efficiency) 1

Raze Costs

Raze Costs = (300+(0.05*land) * Artisan Science Mod

Buildings

Building Efficiency

Available Workers         =  Peasants + ROUNDDOWN ( Prisoners / 2 )

Optimal Workers           =  ROUNDDOWN ( Total Jobs * 0.67 )

% Jobs Performed          =  MIN ( Available Workers / Optimal Workers , 1 )

Building Efficiency       =  (0.5 * (1 + % Jobs Performed)) * Race * Personality * Tools Science * Dragon * Blizzard
  • The "Current Available Workers" value, provided by the Internal Affairs Adviser page, already takes prisoners into account.
  • Building Efficiency affects all Flat Rate and Percentage-Based buildings.
  • Building Efficiency has NO effect on Capacity component of Capacity Buildings as well as Universities.
  • Changes in Building Efficiency take effect gradually.
Modifier Type Active Otherwise
Race: Dwarf 1.25 1
Dragon: Topaz 0.75 1
Spell: Blizzard 0.9 1

Building Effects

Percentage Based Buildings = Base Effect * BE * MIN(50%, % of building * (1 + Race)) * (100% - MIN(50%, % of building * (1 + Race)))
Flat Rate Buildings = Base Effect * (Number of Buildings * (1 + Race)) * BE 
  • In general, the Max Effect of a %-Based Building is 25 x Base Effect (exceptions apply, refer to table)
  • If your BE is less than 100%, the effect you would have with 50% of that building is the maximum.
  • If you have less than 100% BE, additional buildings past 50% will have no effect.

Related Links:

The Utopia Guide
Introduction Getting Started with Utopia  • Creating a province  • Race & Personality
The Menus Throne  • Kingdom  • News

Explore  • Growth  • Science  • Military

Mystics  • Thievery  • War Room • Aid  • Dragon  • Ritual  • Stances

Mail & Forums

Politics  • Relations  • Rankings  • Preferences

Advanced MunkBot  • Invitations  • Reservations  • Utopia  • Province  • World of Legends  • Formulas
Rules Game Rules
Buildings
Civil Buildings Barren Lands  • Homes  • Farms  • Mills  • Banks
Military Buildings Training Grounds  • Armouries  • Barracks  • Forts  • Guard Stations  • Hospitals  • Stables  • Dungeons
Thievery and Mystic Buildings Guilds  • Towers  • Thieves' Dens  • Watchtowers
Science Buildings Universities  • Libraries