Difference between revisions of "Science Formulas"

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(Current age to 72)
(Merged science into science formulas)
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  <b>Science Bonus =</b> [[Race]] Mod * [[Personality]] Mod * Min(Science Multiplier * Skill points , Science Cap)
 
  <b>Science Bonus =</b> [[Race]] Mod * [[Personality]] Mod * Min(Science Multiplier * Skill points , Science Cap)
  
  <b>Skill points =</b> Number of Novices + 1.5 * Number of Graduates + 2 * Number of Professors
+
  <b>Race Mod: [[Race#The_Undead|Undead]] =</b>0.85 to all science
 
+
<b>Personality Mod: [[Personality#The_Sage|Sage]] =</b>1.25 to all science
 
+
<b>Personality Mod: [[Personality#The_Heretic|Heretic]] =</b>1.2 to Magic Science
 +
<b>Personality Mod: [[Personality#The_Heretic|Heretic]] =</b>1.2 to Thievery Science
 +
<b>Personality Mod: [[Personality#The_Mystic|Mystic]] =</b>1.75 to Magic Science
 +
<b>Personality Mod: [[Personality#The_Rogue|Rogue]] =</b>1.5 to Thievery Science
  
 
{| cellpadding="4"  
 
{| cellpadding="4"  
 
|-bgcolor="#dedeff"
 
|-bgcolor="#dedeff"
| '''Science Category''' || '''Multiplier''' || '''Cap''' || '''Scientist Cap'''
+
| '''Science Category''' || '''Effect''' || '''Prof Multiplier''' || '''Cap''' || '''Scientist Cap'''
 
|-
 
|-
| '''Alchemy''' || 1% || 30% || 30
+
| '''Alchemy''' || Income || 1% || 30% || 30
 
|-
 
|-
| '''Tools''' || 0.66% || 20% || 31
+
| '''Tools''' || Building Effectiveness || 0.66% || 20% || 31
 
|-
 
|-
| '''Housing''' || 0.4% || 15% || 38
+
| '''Housing''' || Population Limits || 0.4% || 15% || 38
 
|-
 
|-
| '''Food''' || 4% || 120% || 30
+
| '''Production''' || Food & Rune Production || 4% || 120% || 30
 
|-
 
|-
| '''Military''' || 0.4% || 15% || 38
+
| '''Military''' || Military Efficiency || 0.4% || 15% || 38
 
|-
 
|-
| '''Thievery''' || 3.33% || 100% || 31
+
| '''Crime''' || Thievery Effectiveness || 3.33% || 100% || 31
 
|-
 
|-
| '''Channeling''' || 4% || 125% || 32
+
| '''Channeling''' || Magic Effectiveness || 4% || 125% || 32
 
|}
 
|}
  
 
=Scientist Spawn Rate=
 
=Scientist Spawn Rate=
<b>Scientists Spawn Rate =</b> Raw Spawn rate * [[Race]] Mod * [[Personality]] Mod * [[Exploring,_Construction_%26_Building_Formulas#Effects_of_Buildings|Libraries Effect]] * [[Mystics#Revelation|Revelation]] Mod
+
Each province starts with a set number of scientists assigned to the various science categories. Scientists start out as Recruits that provide no bonus; after 3 Utopian days (3 hours), a Recruit becomes a Novice and begins to provide a bonus to the assigned science category. The scientist then progresses from Novice to Graduate to Professor, providing incrementally greater benefits with each progression. 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.
 
 
<b>Raw Spawn rate =</b> 7.5%
 
 
 
{| cellpadding="4"
 
|-bgcolor="#dedeff"
 
| '''Modifier Type''' || '''Active''' || '''Otherwise'''
 
|-
 
| '''Race: [[Race#Humans|Human]]''' || 1.25 || 1
 
|-
 
| '''Spell: [[Mystics#Revelation|Revelation]]''' || 1.3 || 1
 
|}
 
  
=Scientist Net Worth=
+
<b>Scientists Spawn Rate =</b> Raw Spawn rate * [[Race]] Mod * [[Personality]] Mod * [[Exploring,_Construction_%26_Building_Formulas#Effects_of_Buildings|Laboratories Effect]] * [[Mystics#Revelation|Revelation]] Mod
  
  <b>Net Worth Per scientist =</b> Currently Unknown
+
  <b>Raw Spawn rate =</b> 1.5-2/day base
 +
<b>Spawn rate with Revelation =</b> 2.5-3/day base
 +
<b>Race: [[Race#Humans|Human]] =</b>1.25
 +
<b>Race: All non-humans =</b>1
 +
<b>Spell: [[Mystics#Revelation|Revelation]] =</b>1.3
  
-Current estimates put the Net Worth per scientist as 2.6 gc per in game day of experience with professors worth 462.8 Gc
+
==Abduct Attacks==
 +
Through combat, you can abduct scientists from another province. Universities protect a province from abduction.
  
=Addition information =
+
=Scientist Networth=
* [[Sciences]]
 
  
[[Category:Formulas]]
+
<b>Networth Per scientist =</b> Currently Unknown
  
 +
-Current estimates put the Networth per scientist as 2.6 gc per in game day of experience with professors worth 462.8 Gc
  
==Out Dated science formulas Saved for reference only==
+
=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.'''
 
'''NOTE: These formulas apply to the old books system of science. In Age 69, books were replaced by scientists.'''
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-From Ages ?? to 68 Science formulas worked as follows
 
-From Ages ?? to 68 Science formulas worked as follows
  
Science Effects
+
===Science Effects===
 
  <b>Books per Acre =</b> Books / MAX(Acres,300)
 
  <b>Books per Acre =</b> Books / MAX(Acres,300)
  
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|}
 
|}
  
Science Costs
+
===Science Costs===
 
  <b>Science Cost =</b> Raw Cost (''Table Below'') * [[Race]] Mod * [[Exploring,_Construction_%26_Building_Formulas#Effects_of_Buildings|Schools Effect]]
 
  <b>Science Cost =</b> Raw Cost (''Table Below'') * [[Race]] Mod * [[Exploring,_Construction_%26_Building_Formulas#Effects_of_Buildings|Schools Effect]]
  

Revision as of 06:45, 28 May 2017

Science Effects

Science Bonus = Race Mod * Personality Mod * Min(Science Multiplier * Skill points , Science Cap)
Race Mod: Undead =0.85 to all science
Personality Mod: Sage =1.25 to all science
Personality Mod: Heretic =1.2 to Magic Science
Personality Mod: Heretic =1.2 to Thievery Science
Personality Mod: Mystic =1.75 to Magic Science
Personality Mod: Rogue =1.5 to Thievery Science
Science Category Effect Prof Multiplier Cap Scientist Cap
Alchemy Income 1% 30% 30
Tools Building Effectiveness 0.66% 20% 31
Housing Population Limits 0.4% 15% 38
Production Food & Rune Production 4% 120% 30
Military Military Efficiency 0.4% 15% 38
Crime Thievery Effectiveness 3.33% 100% 31
Channeling Magic Effectiveness 4% 125% 32

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; after 3 Utopian days (3 hours), a Recruit becomes a Novice and begins to provide a bonus to the assigned science category. The scientist then progresses from Novice to Graduate to Professor, providing incrementally greater benefits with each progression. 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 * Personality Mod * Laboratories Effect * Revelation Mod
Raw Spawn rate = 1.5-2/day base
Spawn rate with Revelation = 2.5-3/day base
Race: Human =1.25
Race: All non-humans =1
Spell: Revelation =1.3

Abduct Attacks

Through combat, you can abduct scientists from another province. Universities protect a province from abduction.

Scientist Networth

Networth Per scientist = Currently Unknown

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

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