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

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Deprecated. Already added content to the [[Explore]] and [[Growth]] pages.
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<!---
 
<!---
 
===Soldier Cost===
 
===Soldier Cost===
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===Construction Costs===
 
===Construction Costs===
  <b>Construction Costs =</b> 2/31 * (land + 11600) * Race Mod * Mills Mod * Double Speed * Expedient Ritual Mod * Artisan Science Mod
+
  <b>Construction Costs =</b> 0.05*(land+10000) * Race Mod * Mills Mod * Double Speed * Expedient Ritual Mod * Artisan Science Mod
  
 
{{Mods}}
 
{{Mods}}
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===Raze Costs===
 
===Raze Costs===
  <b>Raze Costs =</b> (350 + (0.0625 * Total land)) * Artisan Science Mod
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  <b>Raze Costs =</b> (300+(0.05*land) * Artisan Science Mod
 
<!--
 
<!--
 
{{Mods}}
 
{{Mods}}
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* The "Current Available Workers" value, provided by the Internal Affairs Adviser page, already takes prisoners into account.
 
* 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 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#Laboratories|Laboratories]].
+
* Building Efficiency has '''NO''' effect on Capacity component of Capacity Buildings as well as [[Buildings#Universities|Universities]].
  
 
<!---<b>Building Efficiency Change Rate  = </b> Formula--->
 
<!---<b>Building Efficiency Change Rate  = </b> Formula--->
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| '''Race: Dwarf''' || 1.25 || 1  
 
| '''Race: Dwarf''' || 1.25 || 1  
 
|-
 
|-
| '''Dragon: [[Dragons#Gold|Gold]]''' || 0.75 || 1
+
| '''Dragon: [[Dragons#Topaz|Topaz]]''' || 0.75 || 1
 
|-
 
|-
 
| '''Spell: [[Mystics#Blizzard|Blizzard]]''' || 0.9 || 1  
 
| '''Spell: [[Mystics#Blizzard|Blizzard]]''' || 0.9 || 1  
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=== Building Effects ===
 
=== Building Effects ===
  <b>[[Buildings#Classes_of_Buildings|Percentage Based Buildings]] =</b> Base Effect * BE * MIN(50%, % of building) * (100% - MIN(50%, % of building))
+
  <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)))
  <b>[[Buildings#Classes_of_Buildings|Flat Rate Buildings]] =</b> Base Effect * Number of Buildings * BE  
+
  <b>[[Buildings#Classes_of_Buildings|Flat Rate Buildings]] =</b> 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)
 
* 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 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.
 
* If you have less than 100% BE, additional buildings past 50% will have no effect.
 
== Build Table ==
 
Note: Capacity of buildings is not affected by Building Efficiency (i.e., Homes, Stables, Dungeons can hold the specified number regardless of BE).
 
{| class="wikitable sortable" {{GreenTable}}
 
|- {{DarkGreenRow}}
 
! Building !! Capacity !! width="75px"|Flat Rate Base !! width="75px"|Percent Base Effect !! width="75px"|Percent Max !! width="75px"|Living Space !! Jobs !! class="unsortable"|Description
 
 
|- bgcolor=#f9fafb
 
! {{LightGreenCell}}|Barren Land
 
| 15 People
 
| 2 Bushels
 
|
 
|
 
| 15
 
| 0
 
| align="left"|Houses 15 people and Produces 2 bushels per hour (Unaffected by BE)
 
 
|- bgcolor=#f9fafb
 
! {{LightGreenCell}}|Homes
 
| 10 People
 
|
 
| 4%
 
| 100%
 
| 35
 
| 0
 
| align="left"|Houses 10 people and Increases Birth Rate
 
 
|- bgcolor=#f9fafb
 
! {{LightGreenCell}}|Farms
 
|
 
| 70 Bushels
 
|
 
|
 
| 25
 
| 25
 
| align="left"|Produces 70 bushels per day
 
 
|- bgcolor=#f9fafb
 
! {{LightGreenCell}}|Mills
 
|
 
|
 
| 4%<br>3%<br>2%
 
| 100%<br>75%<br>50%
 
| 25
 
| 25
 
| align="left"|Decreases [[Exploring,_Construction_%26_Building_Formulas#Construction_Costs|Build Costs]] <br>Decreases [[Exploring,_Construction_%26_Building_Formulas#Exploration_Costs|Gold Exploration Costs]]<br>Decreases [[Exploring,_Construction_%26_Building_Formulas#Exploration_Costs|Soldier Exploration Costs]]
 
 
|- bgcolor=#f9fafb
 
! {{LightGreenCell}}|Banks
 
|
 
| 25gc
 
| 1.25%
 
| 31.25%
 
| 25
 
| 25
 
| align="left"|Produces 25gc per day<br>Increase in Income
 
 
|- bgcolor=#f9fafb
 
! {{LightGreenCell}}|Training Grounds
 
|
 
|
 
| 1.5%
 
| 37.5%
 
| 25
 
| 25
 
| align="left"|Increases [[Offensive Military Efficiency]]
 
 
|- bgcolor=#f9fafb
 
! {{LightGreenCell}}|Armouries
 
|
 
|
 
| 2%<br>2%<br>1.5%
 
| 50%<br>50%<br>37.5%
 
| 25
 
| 25
 
| align="left"|Decreases Draft Costs<br>Reduction of Wages<br>Decreases Training Costs
 
 
|- bgcolor=#f9fafb
 
! {{LightGreenCell}}|Military Barracks
 
|
 
|
 
| 1.5%
 
| 37.5%
 
| 25
 
| 25
 
| align="left"|Lowers Attack Time
 
 
|- bgcolor=#f9fafb
 
! {{LightGreenCell}}|Forts
 
|
 
|
 
| 1.5%
 
| 37.5%
 
| 25
 
| 25
 
| align="left"|Increases Defensive Military Efficiency
 
 
|- bgcolor=#f9fafb
 
! {{LightGreenCell}}|Guard Stations
 
|
 
|
 
| 2%
 
| 50%
 
| 25
 
| 25
 
| align="left"|Decrease Land Losses when Attacked
 
 
|- bgcolor=#f9fafb
 
! {{LightGreenCell}}|Hospitals
 
|
 
|
 
| 2%<br>3%
 
| 50%<br>75%
 
| 25
 
| 25
 
| align="left"|Daily Chance of Curing [[the Plague]]<br>Decreases Military Losses
 
 
|- bgcolor=#f9fafb
 
! {{LightGreenCell}}|Guilds
 
|
 
| 0.02% Wizards
 
|
 
|
 
| 25
 
| 25
 
| align="left"|Wizards Trained per day (Unaffected by BE)<br>Guilds also increase [[spells|spell]] duration (Unaffected by BE)
 
 
|- bgcolor=#f9fafb
 
! {{LightGreenCell}}|Towers
 
|
 
| 12 Runes
 
|
 
|
 
| 25
 
| 25
 
| align="left"|Produces 12 runes per day
 
 
|- bgcolor=#f9fafb
 
! {{LightGreenCell}}|Thieves Dens
 
|
 
|
 
| 4%<br>3%
 
| 95%<br>75%
 
| 25
 
| 25
 
| align="left"|Lowers losses in Thievery Operations<br>Bonus to TPA
 
 
|- bgcolor=#f9fafb
 
! {{LightGreenCell}}|Watch Towers
 
|
 
|
 
| 2%<br>3%
 
| 50%<br>75%
 
| 25
 
| 25
 
| align="left"|Chance of Catching Enemy Thieves<br>Reduced damage caused by Enemy Thieves
 
 
|- bgcolor=#f9fafb
 
! {{LightGreenCell}}|Laboratories
 
|
 
|
 
| 4%
 
| 100%
 
| 25
 
| 25
 
| align="left"|Increase scientist spawn rate (Unaffected by BE)
 
 
|- bgcolor=#f9fafb
 
! {{LightGreenCell}}|Universities
 
|
 
|
 
| 2.5%<br>2.5%
 
| 62.5%<br>62.5%
 
| 25
 
| 25
 
| align="left"|Grants protection against [[Mystics#Amnesia|Amnesia]] and [[Attacking_%26_Defending#Attack_Type|Learn]]<br>Increases generation of science books in selected Category
 
 
|- bgcolor=#f9fafb
 
! {{LightGreenCell}}|Libraries
 
|
 
|
 
| 1%
 
| 25%
 
| 25
 
| 25
 
| align="left"|Increase Science Efficiency (Unaffected by BE)
 
 
|- bgcolor=#f9fafb
 
! {{LightGreenCell}}|Stables
 
| 80 Horses
 
| 2 Horses
 
|
 
|
 
| 25
 
| 25
 
| align="left"|Houses War Horses and increases their production rate
 
 
|- bgcolor=#f9fafb
 
! {{LightGreenCell}}|Dungeons
 
| 30 Prisoners
 
|
 
|
 
|
 
| 25
 
| 25
 
| align="left"|Houses Prisoners of War
 
 
|-class="sortbottom" {{DarkGreenRow}}
 
! Building !! Capacity !! Flat Rate Base !! Percent Base Effect !! Percent Max !! Living Space !! Jobs !! Description
 
|}
 
 
== Retired buildings ==
 
* Shipyards: 1.5% chance of creating a boat, holds 5 boats per shipyard. 1 boat was needed per 100 troops sent to attack someone on another island.
 
* Taverns: Lowered Draft costs and Mercenary costs.
 
* Plazas: Employed extra Peasants.
 
* Strongholds: Increased OME (now Training Grounds).
 
* Mines: Produced a certain number of gold per acre.
 
* Schools: Increase production of Science Books.
 
  
 
==Related Links:==
 
==Related Links:==
  
 +
{{Guide navigation}}
 +
{{Buildings}}
  
{{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

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