Difference between revisions of "Science: Obsolete and historical data"

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  <b>Spell Mod: [[Mystics#Revelation|Revelation]] =</b> 1.3 to Scientist Spawn Rate
 
  <b>Spell Mod: [[Mystics#Revelation|Revelation]] =</b> 1.3 to Scientist Spawn Rate
 
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'''Scientist Networth'''
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<b>Networth Per Scientist =</b> ~1.7gc * tick of experience
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* Professors experience caps at 72 hours
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* A maxed-out professor will provide ~413gc Networth
  
 
=== Age 69 - Age 76 ===
 
=== Age 69 - Age 76 ===

Latest revision as of 12:25, 7 October 2018

Age 77

Science Bonus = [ MIN( Science Multiplier * Skill points , Cap ) + MAX( 0, Science Multiplier * Skill points - Cap ) * Diminishing Return Factor ] * Race Mod * Personality Mod * Scientific Insights Mod 
Skill points = Number of Novices + 1.5 * Number of Graduates + 2 * Number of Professors
Modifier Type Multiplier Science Category
Personality: Heretic 1.3 Crime
Personality: Heretic 1.3 Channeling
Personality: Rogue 1.5 Crime
Personality: Mystic 1.75 Channeling
Personality: Sage 1.3 All
Spell: Scientific Insights 1.1 All


*NOTE* Starting Age 73: Science no longer has a hard maximum for all categories. Science will scale in a linear fashion up to stated maximums (Cap) as normal. Once this point is reached, additional scientists will yield diminishing returns.

Science Category Effect Multiplier Cap Scientist Cap
Alchemy Income 0.500% 30% 30
Tools Building Effectiveness 0.333% 20% 30
Housing Population Limits 0.250% 15% 30
Production Food & Rune Production 2.000% 120% 30
Military Military Efficiency 0.250% 15% 30
Crime Thievery Effectiveness 1.667% 100% 30
Channeling Magic Effectiveness 2.084% 125% 30
  • As of Age 77, Universities protect a province from Amnesia.
  • Starting Age 77, the number of scientists required for (soft) cap will be the same number for all categories: 30.
  • Abduct attack has been removed in Age 77.


Scientist Spawn Rate

Each province starts with a set number of scientists assigned to the various science categories. Scientists start out as Recruits that provide no bonus, then as they progress ther provide incrementally greater benefits with each progression.

  • Recruit -> Novice = 3 Utopian days (3 hours)
  • Novice -> Graduate = 72 Utopian days (3 days)
  • Graduate -> Professor = 96 Utopian days (4 days)

Scientists can be re-assigned at any time, but revert to Recruit level when doing so.
Every tick each province builds progress towards a new random scientist. Laboratories increase the rate of this progress.

Scientists Spawn Rate = 9.5 * Race Mod * Laboratories Effect * Revelation Mod
Modifier Type Multiplier
Race: Human 1.25
Spell: Revelation 1.3

Scientist Networth

Networth Per Scientist = ~1.7gc * tick of experience
  • Professors experience caps at 72 hours
  • A maxed-out professor will provide ~413gc Networth

Age 69 - Age 76

Abduct Attacks

  • Through combat, you can abduct scientists from another province. Universities protect a province from abduction. Note: Abduct attack has been removed in Age 77.

Changelog

  • Age 69: The new science system is introduced.
  • Age 70: Professors experience capped at 72 hours (a maxed-out professor will provide ~624gc Networth). Tools cap increased from 15% to 20%, housing and military cap from 10% to 15%, food from 100% to 200%, channeling from 100% to 125%. Additional scientist rank added: Recruit.
  • Age 71: Approximately +50% scientists will be required to reach maximum effects (see table below). Production Science maximum will be 120% (down from 200%) and it will increase both Food and Rune production.
  • Age 72: Scientists are generated on a flat ratio (7.5) similar to wizards instead of via RNG.
  • Age 73: Science will no longer have a hard maximum for all categories. Science will scale in a linear fashion up to the previously stated maximums as normal. Once this point is reached additional scientists will yield diminishing returns.
  • Age 74: Scientist experience will now show on the Science page and in the Spy on Sciences.
  • Age 76: The number of scientists required for soft cap will be the same number for all categories: 35.

Old scientist multipliers and caps, during Age 76:

Science Category Effect Multiplier Soft Cap
Alchemy Income 0.428 30%
Tools Building Effectiveness 0.287 20%
Housing Population Limits 0.215 15%
Production Food & Rune Production 1.714 120%
Military Military Efficiency 0.215 15%
Crime Thievery Effectiveness 1.428 100%
Channeling Magic Effectiveness 1.785 125%

Old scientist multipliers and caps, Age 71 - Age 75:

Science Category Effect Multiplier Cap Scientist Cap
Alchemy Income 0.5 30% 30
Tools Building Effectiveness 0.33 20% 31
Housing Population Limits 0.2 15% 38
Production Food & Rune Production 2 120% 30
Military Military Efficiency 0.2 15% 38
Crime Thievery Effectiveness 1.65 100% 31
Channeling Magic Effectiveness 2 125% 32

Age ?? to Age 68

NOTE: These formulas apply to the old books system of science. In Age 69, books were replaced by scientists. From Ages ?? to 68 Science formulas worked as follows:

Science Effects

Books per Acre = Books / MAX(Acres,300)
Science Bonus = Race Mod * Personality Mod * Science Multiplier * SQRT( Books per Acre ) * Library Effect
Science Category Multiplier
Alchemy 1.4
Tools 1
Housing 0.65
Food 8
Military 0.52
Thievery 6
Channeling 6

Science Costs

Science Cost = Raw Cost (Table Below) * Race Mod * Schools Effect
Science Rate BPA GC / Book GC / Acre
No Research 0 0 0
Minimal 0.3 6 1.8
Limited 0.4 7 2.8
Sustained 0.5 9 4.5
Active 0.7 13 9.1
Focused 0.9 17 15.3
Accelerated 1.2 22 26.4
Intensive 1.5 27 40.5
Rushed 2.0 36 72.0
Extreme 3.0 50 150.0


Obsolete and historical data
Science  • Stances