Science Bonus = Race Mod * Personality Mod * Min(Science Multiplier * Skill points , Science Cap)
Skill points = Number of Novices + 1.5 * Number of Graduates + 2 * Number of Professors
|Science Category||Effect||Multiplier||Cap||Scientist Cap|
|Production||Food & Rune Production||2||120%||30|
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 = Raw Spawn rate * Race Mod * Laboratories Effect * Revelation Mod
Raw Spawn rate = 1.5-2/day base Race: Human = 1.25 Race: All non-humans = 1 Spell: Revelation = 1.3
Through combat, you can abduct scientists from another province. Universities protect a province from abduction.
Networth Per Scientist = ~2.6gc * tick of experience
- A maxed-out professor will provide ~624gc Networth
Out Dated science formulas Saved for reference only
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
Books per Acre = Books / MAX(Acres,300)
Science Bonus = Race Mod * Personality Mod * Science Multiplier * SQRT( Books per Acre ) * Library Effect
Science Cost = Raw Cost (Table Below) * Race Mod * Schools Effect
|Science Rate||BPA||GC / Book||GC / Acre|