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

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==Exploration Costs==
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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]])
+
  <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> ((CurrentAcres * 3) - 500) * WarEffect * RaceEffect * MillsEffect
+
  <b>Exploration Gold Cost =</b> ''Floor'' ((600 +  2.3 * Metric) * War Status * Mills)
 
 
{{Mods}}
 
| '''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
  
 +
<b>Metric      =</b> ( Full Metric + Half Metric )<sup>1.12</sup>
 +
 +
<b>Full Metric  =</b> Total Land - 300
 +
 +
<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
 
|-
 
|-
| '''[[Mystics#Builders_Boon|Builders Boon]]''' || 0.9 || 1
+
| '''Double Speed''' || 0.5 || 1
 
|-
 
|-
| '''Double Speed''' || 0.5 || 1
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| '''Double Speed in Protection''' || 0.75 || 1  
|''n.b. = 0.75 in prot''
+
|-
 +
| '''War''' || 0.75 || 1
 
|-
 
|-
| '''[[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)
+
  <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
 +
|-
 +
| '''Race: Dwarf''' || 0.5 || 1
 
|-
 
|-
| '''Doublespeed''' || 2 || 1
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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 
+
  <b>Raze Costs =</b> (300+(0.05*land) * Artisan Science Mod
 
+
<!--
 +
{{Mods}}
 +
| '''Race: [[Race#Dwarves|Dwarf]]''' || 0.5 || 1
 +
|}
 +
-->
  
 
==Buildings==
 
==Buildings==
===Types of Buildings===
 
  '''Capacity Buildings''' - These buildings simply create space for you, and are not affected by Building Efficiency.
 
  Examples of these types of buildings are the part of homes which house people (not applicable to its' birthrate function however),
 
  dungeons which house prisoners and the part of stables which house horses.
 
 
  '''Flat Rate Buildings''' - This type of building provides a set amount of a particular resource. These buildings need many employees
 
  to be fully effective. An example is a Tower which creates a set number of runes each day. These sort of buildings are affected
 
  by [[Exploring,_Construction_%26_Building_Formulas#Building_Efficiency|building efficiency]].
 
 
  '''Percentage-based Buildings''' - The majority of Utopian buildings are percentage-based. These buildings provide an effect based on
 
  the portion of your land covered by it. For example, having 10% of your land as Banks will increase your income by a certain
 
  percentage. Like flat-rate buildings, these also require employees to provide full effects. In addition, each additional building
 
  you construct will be less effective. The numbers listed in this section would be for the first building you construct. Your
 
  Internal Affairs Advisor will help you to understand the benefits of your land.<br>
 
  Unless otherwise specified, these buildings have a maximum effect of 25 times the number listed below. With normal [[Exploring,_Construction_%26_Building_Formulas#Building_Efficiency|building
 
efficiency]], this maximum is reached by dedicating 50% of your land to that building.
 
 
 
===Building Efficiency===
 
===Building Efficiency===
  <b>Building Efficiency =</b> [0.5 * (Peasants + (Prisoners/2))] / [((2*Total Jobs)/3) + 1) * Science + Race + Stance - Dragon]<br>
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  <b>Available Workers        = </b> Peasants + ''ROUNDDOWN'' ( Prisoners / 2 )
  <b>Rate of Change of Building Efficiency =</b> Formula
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 +
<b>Optimal Workers          = </b> ''ROUNDDOWN'' ( Total Jobs * 0.67 )
 +
 +
<b>% Jobs Performed          = </b> ''MIN'' ( Available Workers / Optimal Workers '','' 1 )
 +
 +
  <b>Building Efficiency       = </b> (0.5 * (1 + % Jobs Performed)) * Race * Personality * Tools Science * Dragon * Blizzard
  
* Building Efficiency affects all Flat-Rate and Percentage-Based buildings.
+
* The "Current Available Workers" value, provided by the Internal Affairs Adviser page, already takes prisoners into account.
* Changes in Building Efficiency takes effect gradually.
+
* Building Efficiency affects all [[Buildings#Classes_of_Buildings|Flat Rate]] and [[Buildings#Classes_of_Buildings|Percentage-Based]] buildings.
* Workers Required for Maximum Effectiveness = 67% of Total Jobs filled
+
* Building Efficiency has '''NO''' effect on Capacity component of Capacity Buildings as well as [[Buildings#Universities|Universities]].
* '''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".
 
  
 +
<!---<b>Building Efficiency Change Rate  = </b> Formula--->
 +
* Changes in Building Efficiency take effect gradually.
  
 
{{Mods}}
 
{{Mods}}
 
|-
 
|-
| '''Race: [[Race#Dwarves|Dwarf]]''' || 1.3 || 1  
+
| '''Race: Dwarf''' || 1.25 || 1  
 
|-
 
|-
| '''Stance: [[Dragons,_Aid_%26_Stances#Peaceful|Peaceful]]''' || 1.05 || 1  
+
| '''Dragon: [[Dragons#Topaz|Topaz]]''' || 0.75 || 1
 
|-
 
|-
| '''Dragon: Gold''' || 0.8 || 1
+
| '''Spell: [[Mystics#Blizzard|Blizzard]]''' || 0.9 || 1  
 
|}
 
|}
  
 +
=== Building Effects ===
 +
<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 * (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:==
===Table of Effects===
 
 
 
 
 
  
 +
{{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