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

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===GC Costs===
 
===GC Costs===
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{{outdated}}
 
  ( 3.16 * Current Acres - 17.4 * SQRT( Current Acres ) - 50 + Explored Mod ) * [[Relations#War|War Mod]] * Race Mod * Mills Effect
 
  ( 3.16 * Current Acres - 17.4 * SQRT( Current Acres ) - 50 + Explored Mod ) * [[Relations#War|War Mod]] * Race Mod * Mills Effect
 
* Explored Mod = Total Land Explored - Total Land Lost in Combat - Currently Exploring
 
* Explored Mod = Total Land Explored - Total Land Lost in Combat - Currently Exploring
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{| class="wikitable sortable" {{GreenTable}}
 
{| class="wikitable sortable" {{GreenTable}}
 
|- {{DarkGreenRow}}  
 
|- {{DarkGreenRow}}  
! Building !! Capacity !! width="75px"|Flat Rate Base !! width="75px"|Percent Min !! width="75px"|Percent Max !! width="75px"|Living Space !! Jobs !! class="unsortable"|Description  
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! Building !! Capacity !! width="75px"|Flat Rate Base !! width="75px"|Percent Base Effect !! width="75px"|Percent Max !! width="75px"|Living Space !! Jobs !! class="unsortable"|Description  
  
 
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| 33
 
| 33
 
| 0
 
| 0
| align="left"|Houses 33(35 if Artisan) people and Increases Birth Rate
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| align="left"|Houses 33 (35 if Artisan) people and Increases Birth Rate
  
 
|- bgcolor=#f9fafb
 
|- bgcolor=#f9fafb

Revision as of 01:05, 27 September 2010

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

 !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.
( 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: Artisan 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)* Stance * Science * Dragon] + Race + Personality
  • 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 0.3 0
Personality: Artisan 0.2 0
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 Base Effect 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 33 (35 if Artisan) 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%

31.25%
25 25 Produces 25gc per day
Increase in Income
Armouries 2%
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 25 25 Produces 70 bushels per day
Building Capacity Flat Rate Base Percent Min Percent Max Living Space Jobs Description

Related Links:

palm beach homes