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

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(Building Efficiency)
(Building Efficiency)
Line 65: Line 65:
 
  <b>Available Workers        = </b> Peasants + (Prisoners / 2)
 
  <b>Available Workers        = </b> Peasants + (Prisoners / 2)
 
  <b>Optimal Workers          = </b> FLOOR(Total Jobs * .67)
 
  <b>Optimal Workers          = </b> FLOOR(Total Jobs * .67)
  <b>% Jobs Performed          = </b> MIN(Available Workers / Optimal Workers, 1)
+
  % <b>Jobs Performed          = </b> MIN(Available Workers / Optimal Workers, 1)
 
  <b>Building Efficiency      = </b> 0.5 * (1 + % Jobs Performed) * Science + Race + Stance - Dragon
 
  <b>Building Efficiency      = </b> 0.5 * (1 + % Jobs Performed) * Science + Race + Stance - Dragon
  

Revision as of 09:34, 28 November 2009

This is part of the Utopia WIKI Formula Series.

THIS PAGE attempts to list formulas as relevant to Exploring, Construction & Building Formulas. 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 Exploring, Construction & Building Formulas to ensure that this formula is not under discussion/research, or contribute your research there if you do feel so inclined.


Exploration Costs

Soldier Cost

( CurrentAcres * 2/5 + Explored Mod * 1 / 4 + 75 ) / 67 * Race Mod * War Effect
  • Explored Mod = Total Land Explored - Total Land Lost in Combat - Currently Exploring
  • note: Explored Mod most be higher than 0 else it is 0


Modifier Type Active Otherwise
War 2 1
Dark Elf 1.2 1


GC Costs

( 3.16 * Current Acres - 17.4 * SQRT( Current Acres ) - 50 + Explored Mod ) * War Mod * Race Mod * Mills Effect
  • Explored Mod = Total Land Explored - Total Land Lost in Combat - Currently Exploring
  • if Explored Mod is higher than 0 then the value is ???? (still in research) else it is 0


Modifier Type Active Otherwise
War 2 1
Dark Elf 1.2 1


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
Double Speed in Protection 0.75 1
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

Available Workers         =  Peasants + (Prisoners / 2)
Optimal Workers           =  FLOOR(Total Jobs * .67)
% Jobs Performed          =  MIN(Available Workers / Optimal Workers, 1)
Building Efficiency       =  0.5 * (1 + % Jobs Performed) * Science + Race + Stance - Dragon
  • 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 Buildings as well as Libraries.


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


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

Building Effects

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

Flat Rate Buildings = Base Effect * Number of Buildings * BE * Monarchy Bonus * Science
  • Max Effect of a %-Based Building is 25 x Base Effect.
  • With a 100% Building Efficiency, this is equivalent to building 50% of that building.


Build Table

Building Capacity Flat Rate Base Percent Min Percent Max Living Space Jobs Description
Barren Lands 15 People 2 Bushels 15 0 Houses 15 people and Produces 2 bushels per hour
Homes 8 People 4% 100% 33 0 Houses 15 people and Increases Birth Rate
Stables 60 Horses 1 Horse 25 25 Houses horses and increase their production rate
Dungeons 20 Prisoners 25 25 Houses Prisoners of War
Forts 1.5% 37.5% 25 25 Increases Defensive Military Efficiency
Guard Stations 2% 50% 25 25 Decrease Resource Losses when Attacked
Barracks 1.5% 37.5% 25 25 Lowers Attack Time
Hospitals 2%
3%
50%
75%
25 25 Daily Chance of Curing the Plague
Decreases Military Losses
Guilds 2% 50% 25 25 Wizards Trained per day

Guilds also increase spell duration

Libraries 2% 25 25 Increase in Science Effect (Unaffected by BE)
Thieves Dens 4%
3%
100%
75%
25 25 Lowers losses in Thievery Operations
Bonus to TPA
Watchtowers 2%
3%
50%
75%
25 25 Chance of Catching Enemy Thieves
Decrease in Thievery Damage
Schools 1.5%
3.5%
37.5%
87.5%
25 25 Decrease in Science Costs
Protection of Books from Learns
Training Grounds 1.5% 37.5% 25 25 Increases Offensive Military Efficiency
Mills 4%
3%
99%
75%
25 25 Decreases Build Costs (Max of 99%)
Decreases Exploration Costs
Banks 25gc
1.25%

37.5%
25 25 Produces 25gc per day
Increase in Income
Armouries 1.5%
2%
1.5%
50%
50%
37.5%
25 25 Decreases Draft Costs
Reduction of Wages
Decreases Training Costs
Towers 12 Runes 25 25 Produces 12 runes per day
Farms 70 Bushels
/ hour
25 25 Produces 70 bushels per day
Building Capacity Flat Rate Base Percent Min Percent Max Living Space Jobs Description