Exploring, Construction & Building Formulas

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Revision as of 14:37, 1 February 2018 by Crystopher (talk | contribs) (Build Table: Updated prisoner amount for Dungeons from 20 to 30)
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Exploration Costs

Formulas below are outdated as of age 54. New formula applied in Age 55 that is not yet known.

Soldier Cost

Exploration Soldier Cost = ROUND (3 + Metric/210 * Race * Personality * Stance)

GC Costs

Exploration Gold Cost = Floor ((600 +  2.3 * Metric) * Race * Personality * Stance * 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 * Personality Mod * Builders Boon * Double Speed * Fortified
Modifier Type Active Otherwise
Builders Boon 0.75 1
Double Speed 0.5 1
Double Speed in Protection 0.75 1
Fortified 0.5 1
Race: Dwarf 0.5 1

Construction Costs

Construction Costs = Race Mod * Personality Mod * Mills Mod * Double Speed * 2/31 * (land + 11600)
Modifier Type Active Otherwise
Race: Dwarf 0 1
Double Speed 2 1


Modifier Type Active Otherwise
Retired
Pers: Shepherd 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 * Stance * Science * 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 1.15 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 * Monarchy Bonus * Science
  • Max Effect of a %-Based Building is 25 x Base Effect
  • 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%
?%
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
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 Resource 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

Guilds also increase spell duration

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 2%
3%
50%
75%
25 25 Chance of Catching Enemy Thieves
Rate of Repelling Individual Enemy Thieves
Laboratories 4% 95% 25 25 Increase scientist spawn rate (Unaffected by BE)
Universities 2.5% 50% 25 25 Protection of Scientists from Abducts
Stables 80 Horses 2 Horse 25 25 Houses horses and increase 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.
  • Universities: Produced 3 science points per acre
  • 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)
  • Schools: Protect a portion of science from Learn attacks (Learn Attack: Retired).

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