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

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m (Building Effects)
m (Building Effects)
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=== Building Effects ===
 
=== 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)))
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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)))
  <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.

Revision as of 17:01, 13 September 2021

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 = 2/31 * (land + 11600) * 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 = (350 + (0.0625 * Total 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 Laboratories.
  • Changes in Building Efficiency take effect gradually.
Modifier Type Active Otherwise
Race: Dwarf 1.25 1
Dragon: Gold 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:

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