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

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m (Retired buildings)
m (Retired buildings)
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== Retired buildings ==
 
== Retired buildings ==
 
* Shipyards: 1.5% chance of creating a boat, holds 5 boats per shipyard. 1 boat was needed per 100 troops sent to attack someone on another island.
 
* Shipyards: 1.5% chance of creating a boat, holds 5 boats per shipyard. 1 boat was needed per 100 troops sent to attack someone on another island.
* Universities: Protects scientists from Abduct attacks (Abduct Attack: Retired).
 
* Universities: Produced 3 science points per acre.
 
 
* Taverns: Lowered draft costs and mercenary costs.
 
* Taverns: Lowered draft costs and mercenary costs.
 
* Plazas: Employed extra peasants.
 
* Plazas: Employed extra peasants.

Revision as of 23:11, 30 October 2018

Soldier Cost

Exploration Soldier Cost = ROUND (3 + Metric/210 * War Status * Mills)

GC Costs

Exploration Gold Cost = Floor ((600 +  2.3 * Metric) * War Status * Mills)

where

Metric       = ( Full Metric + Half Metric )1.12

Full Metric  = Total Land - 300

Half Metric  = MIN (Full Metric / 2 , [Land Explored - Land Lost] / 2)

Construction

Construction Time

Construction Time = 16 * Racial Mod * Builders Boon * Double Speed * Expedient Ritual
Modifier Type Active Otherwise
Builders Boon 0.75 1
Double Speed 0.5 1
Double Speed in Protection 0.75 1
Expedient Ritual 0.8 (if at 100% efficiency) 1
Race: Dwarf 0.5 1

Construction Costs

Construction Costs = Race Mod * Mills Mod * Double Speed * 2/31 * (land + 11600) * Expedient Ritual
Modifier Type Active Otherwise
Race: Dwarf 0 1
Double Speed 2 1
Expedient Ritual 0.75 (if at 100% efficiency) 1


Modifier Type Active Otherwise
Personality: Shepherd (Retired) 0.7 1

Raze Costs

Raze Costs = 350 + (0.0625 * Total land)

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 * Scientists * Dragon ] * 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 component of Capacity Buildings as well as Laboratories.
Building Efficiency Change Rate  =  Formula
  • Changes in Building Efficiency take effect gradually.
Modifier Type Active Otherwise
Race: Dwarf 1.2 1
Dragon: Gold 0.75 1

Building Effects

Percentage Based Buildings = Base Effect * BE * MIN(50%, % of building) * (100% - MIN(50%, % of building))

Flat Rate Buildings = Base Effect * Number of Buildings * BE * Tools Science
  • 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.

Build Table

Note: Capacity buildings are not affected by Building Efficiency (i.e., Homes, Stables, Dungeons can hold the specified number regardless of BE).

Building Capacity Flat Rate Base Percent Base Effect Percent Max Living Space Jobs Description
Barren Land 15 People 2 Bushels 15 0 Houses 15 people and Produces 2 bushels per hour (Unaffected by BE)
Homes 10 People 4% 75% 35 0 Houses 35 people and Increases Birth Rate
Farms 70 Bushels 25 25 Produces 70 bushels per day
Mills 4%
3%
2%
99%
75%
50%
25 25 Decreases Build Costs (Max of 99%)
Decreases Gold Exploration Costs
Decreases Soldier Exploration Costs
Banks 25gc 1.25% 31.25% 25 25 Produces 25gc per day (Unaffected by BE)
Increase in Income
Training Grounds 1.5% 37.5% 25 25 Increases Offensive Military Efficiency
Armouries 2%
2%
1.5%
50%
50%
37.5%
25 25 Decreases Draft Costs
Reduction of Wages
Decreases Training Costs
Military Barracks 1.5% 37.5% 25 25 Lowers Attack Time
Forts 2.0% 37.5% 25 25 Increases Defensive Military Efficiency
Guard Stations 2% 50% 25 25 Decrease Land Losses when Attacked
Hospitals 2%
3%
50%
75%
25 25 Daily Chance of Curing the Plague
Decreases Military Losses
Guilds 0.02 Wizards 25 25 Wizards Trained per day (Unaffected by BE)
Guilds also increase spell duration (Unaffected by BE)
Towers 12 Runes 25 25 Produces 12 runes per day
Thieves Dens 4%
3%
95%
75%
25 25 Lowers losses in Thievery Operations
Bonus to TPA
Watch Towers 1.8%
2.7%
50%
75%
25 25 Chance of Catching Enemy Thieves
Reduced damage caused by Enemy Thieves
Laboratories 4% 95% 25 25 Increases scientist spawn rate (Unaffected by BE)
Schools 1.8% 50% 25 25 Increases generation of science books in selected Category
Universities 2.7% 50% 25 25 Grants protection against Amnesia and Learn
Stables 80 Horses 2 Horse 25 25 Houses War Horses and increases their production rate
Dungeons 30 Prisoners 25 25 Houses Prisoners of War
Building Capacity Flat Rate Base Percent Base Effect Percent Max Living Space Jobs Description

Retired buildings

  • Shipyards: 1.5% chance of creating a boat, holds 5 boats per shipyard. 1 boat was needed per 100 troops sent to attack someone on another island.
  • Taverns: Lowered draft costs and mercenary costs.
  • Plazas: Employed extra peasants.
  • Strongholds: Increased OME (now Training Grounds).
  • Mines: Produced a certain number of per acre.
  • Libraries: Increase in Science Effect (books).

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