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

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m (Effects of Buildings)
m (Effects of Buildings)
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! width="10%" colspan="2" | '' ''
 
! width="10%" colspan="2" | '' ''
! bgcolor="#c5e8c5"  width="100%" colspan="4" | '''Building Type'''
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! bgcolor="#9aa98e"  width="100%" colspan="4" | '''Building Type'''
|- align="center" bgcolor="#eefeee"  
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|- align="center" bgcolor="#ffffff"  
! bgcolor="#fffff" width="10%" | '''Building'''
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! width="10%" |  
! width="15%" | '''Description'''
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! width="40%" |  
! width="15%" | '''Capacity'''
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! width="10%" bgcolor="#f7c794" | '''Capacity'''
! width="15%" | '''Flat Rate'''
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! width="10%" bgcolor="#c0f794" | '''Flat Rate'''
! width="10% colspan="2" | '''Percentage Based'''
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! bgcolor="#eda3e9" width="10% colspan="2" | '''Percentage Based'''
! width="15%" | '''Living Space'''
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|- bgcolor="#ffffff"  cellpadding="3px" cellspacing="2px" valign="top"  
|- bgcolor="#f9fafb"  cellpadding="3px" cellspacing="2px" valign="top"  
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! bgcolor="#9aa98e" | '''Building'''
|  
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! bgcolor="#9aa98e" | '''Description'''
<div align="center"><br>'''Barren Land'''</div>
 
|
 
Houses 15 people & Produces 2 bushels per hour
 
 
|
 
|
IF(Race=Gnome)=10,ELSE(8)
+
! bgcolor="#cff6b0" | <div align="center">'''Base'''</div>
 +
! bgcolor="#f3c1f0" width="7%" colspan="1" | <div align="center">'''Base'''</div>
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! bgcolor="#f3c1f0" width="7%" colspan="1" | '''Max'''
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! bgcolor="#9aa98e" | '''Living Space'''
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! bgcolor="#9aa98e" | '''Jobs'''
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|-
 +
!bgcolor="#c5ccc0" |'''Barren Land'''
 +
| Houses 15 people & Produces 2 bushels per hour
 +
| <div align="center">15 pop</div>
 +
| <div align="center">2 Bushels</div>
 
|
 
|
 
 
|
 
|
test1
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| <div align="center">15</div>
|
+
| <div align="center">0</div>
test2
 
|
 
<b>15
 
 
|}
 
|}
  

Revision as of 02:44, 3 July 2009

Exploration Costs

Soldier Cost

Sol Costs for Exploration = ROUND((CurrentAcres * 0.0065) * Race Mod * War Effect)
Modifier Type Active Otherwise
War 2 1
Dark Elf 1.2 1

GC Costs

GC Costs for Exploration = ((Current Acres * 3) - 500) * War Mod * Race Mod * Mills Effect
Modifier Type Active Otherwise
War 2 1
Dark Elf 1.2 1

Notes

  • Generally all cases prove to be accurate to within minus 0gc - 30gc (Calculated costs slightly overestimate).


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 n.b. = 0.75 in prot
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

Building Efficiency = [0.5 * (Peasants + (Prisoners/2))] / [((2*Total Jobs)/3) + 1) * Science + Race + Stance - Dragon]
  • 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".
  • Workers Required for Maximum Effectiveness = 67% of Total Jobs filled
  • Building Efficiency affects all Flat-Rate and Percentage-Based buildings.
  • Building Efficiency has NO effect on Capacity buildings as well as Libraries.


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


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

Effects of Buildings

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

Flat Rate Buildings = Base Effect * Number of Buildings * BE * Monarchy Bonus * Science


Building Type
Capacity Flat Rate Percentage Based
Building Description
Base
Base
Max Living Space Jobs
Barren Land Houses 15 people & Produces 2 bushels per hour
15 pop
2 Bushels
15
0