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

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==Exploration Costs==
 
==Exploration Costs==
 
===Soldier Cost===
 
===Soldier Cost===
 +
{{Formula outdated}}
 
  <b>Sol Costs for Exploration =</b> ROUND((CurrentAcres * 0.0065) * Race Mod * [[Relations#War|War Effect]])
 
  <b>Sol Costs for Exploration =</b> ROUND((CurrentAcres * 0.0065) * Race Mod * [[Relations#War|War Effect]])
 
{{Formula outdated}}
 
  
 
{{Mods}}
 
{{Mods}}
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===GC Costs===
 
===GC Costs===
 +
{{Formula outdated}}
 
  <b>GC Costs for Exploration =</b> ((Current Acres * 3) - 500) * [[Relations#War|War Mod]] * Race Mod * Mills Effect
 
  <b>GC Costs for Exploration =</b> ((Current Acres * 3) - 500) * [[Relations#War|War Mod]] * Race Mod * Mills Effect
  

Revision as of 08:23, 15 July 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

 !The information or formula below is not up to date. Please refer to the Construction & Building Formulas discussions tab to contribute to ongoing research or start a new topic.
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

 !The information or formula below is not up to date. Please refer to the Construction & Building Formulas discussions tab to contribute to ongoing research or start a new topic.
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).
  • Again way off at high numbers, could be split formula as well.

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
  • 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.


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
Homes Houses 15 people

Increases Birth Rate

10 (Gnome), 8 (Others)
4%
100%
35 (Gnomes), 33 (Others)
0
Stables Houses horses and increase their production rate
60 Horses
1 Horse/hr
25
25
Dungeons Houses Prisoners of War
20 Prisoners
25
25
Forts Increases Defensive Military Efficiency
1.5%
37.5%
25
25
Guardstations Decrease Resource Losses when Attacked
2%
50%
25
25
Barracks Lowers Attack Time
1.5%
37.5%
25
25
Hospitals Daily Chance of Curing the Plague
Decreases Military Losses
2%
3%
50%
75%
25
25
Guilds Wizards Trained per day

Guilds also increase the duration of your self + offensive spells, though exact effect is unknown

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

1.5%

37.5%
25
25
Armouries Decreases Draft Costs
Reduction of Wages
Decreases Training Costs
2%
2%
1.5%
50%
50%
37.5%
25
25
Towers Produces 12 runes per day 12 Runes / hour
25
25
Farms Produces 70 bushels per day 70 Bushels / hour
25
25