Difference between revisions of "Science Formulas"

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(Scientist Spawn Rate: Added modifier table)
(Current age to 72)
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{| cellpadding="4"  
 
{| cellpadding="4"  
 
|-bgcolor="#dedeff"
 
|-bgcolor="#dedeff"
| '''Science Category''' || '''Multiplier''' || '''Cap'''  
+
| '''Science Category''' || '''Multiplier''' || '''Cap''' || '''Scientist Cap'''
 
|-
 
|-
| '''Alchemy''' || 0.5 || 30
+
| '''Alchemy''' || 1% || 30% || 30
 
|-
 
|-
| '''Tools''' || 0.33 || 20
+
| '''Tools''' || 0.66% || 20% || 31
 
|-
 
|-
| '''Housing''' || 0.2 || 15
+
| '''Housing''' || 0.4% || 15% || 38
 
|-
 
|-
| '''Food''' || 2 || 120
+
| '''Food''' || 4% || 120% || 30
 
|-
 
|-
| '''Military''' || 0.2 || 15  
+
| '''Military''' || 0.4% || 15% || 38
 
|-
 
|-
| '''Thievery''' || 1.65 || 100
+
| '''Thievery''' || 3.33% || 100% || 31
 
|-
 
|-
| '''Channeling''' || 2 || 125
+
| '''Channeling''' || 4% || 125% || 32
 
|}
 
|}
  

Revision as of 06:14, 28 May 2017

Science Effects

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 Multiplier Cap Scientist Cap
Alchemy 1% 30% 30
Tools 0.66% 20% 31
Housing 0.4% 15% 38
Food 4% 120% 30
Military 0.4% 15% 38
Thievery 3.33% 100% 31
Channeling 4% 125% 32

Scientist Spawn Rate

Scientists Spawn Rate = Raw Spawn rate * Race Mod * Personality Mod * Libraries Effect * Revelation Mod
Raw Spawn rate = 7.5%
Modifier Type Active Otherwise
Race: Human 1.25 1
Spell: Revelation 1.3 1

Scientist Net Worth

Net Worth Per scientist = Currently Unknown

-Current estimates put the Net Worth per scientist as 2.6 gc per in game day of experience with professors worth 462.8 Gc

Addition information


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

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