Difference between revisions of "Science Formulas"

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=Science Effects=
 
=Science Effects=
  
  <b>Science Bonus =</b> [[Race]] Mod * [[Personality]] Mod * Min(Science Multiplier * Skill points , Science Cap)
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  <b>Science Bonus =</b> [Min(Science Multiplier * Skill points , Science Cap) * [[Race]] Mod * [[Personality]] Mod * [[Mystics#Scientific_Insights|Scientific Insights]] Mod] + [Max(0, Science Multiplier * Skill points - Soft Cap) * [[Race]] Mod * [[Personality]] Mod * [[Mystics#Scientific_Insights|Scientific Insights]] Mod * Diminishing Return Factor]
  
 
  <b>Skill points =</b> Number of Novices + 1.5 * Number of Graduates + 2 * Number of Professors
 
  <b>Skill points =</b> Number of Novices + 1.5 * Number of Graduates + 2 * Number of Professors
  
'''NOTE: Starting Age 77, scientists required for soft cap will be the same number in all categories at 30'''
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<b>Personality Mod: [[Personality#The_Heretic|Heretic]] =</b> 1.3 to Crime and Channeling Science
 +
<b>Personality Mod: [[Personality#The_Mystic|Mystic]] =</b> 1.75 to Channeling Science
 +
<b>Personality Mod: [[Personality#The_Rogue|Rogue]] =</b> 1.5 to Crime Science
 +
<b>Personality Mod: [[Personality#The_Sage|Sage]] =</b> 1.3 to All Science
 +
<b>Spell Mod: [[Mystics#Scientific_Insights|Scientific Insights]] =</b> 1.1 to All Science
 +
 
 +
'''NOTE: Starting Age 77, The number of scientists required for soft cap in each category is 30.'''
  
 
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*Starting Age 73: Science no longer has a hard maximum for all categories. Science will scale in a linear fashion up to stated maximums (soft cap) as normal. Once this point is reached, additional scientists will yield diminishing returns.
 
*Starting Age 73: Science no longer has a hard maximum for all categories. Science will scale in a linear fashion up to stated maximums (soft cap) as normal. Once this point is reached, additional scientists will yield diminishing returns.
 +
*As of Age 77, Universities protect a province from [[Mystics#Amnesia|Amnesia]].
 +
*Abduct attack has been removed in Age 77.
  
 
=Scientist Spawn Rate=
 
=Scientist Spawn Rate=
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  <b>Scientists Spawn Rate =</b> 10 * [[Race]] Mod * [[Exploring,_Construction_%26_Building_Formulas#Effects_of_Buildings|Laboratories Effect]] * [[Mystics#Revelation|Revelation]] Mod
 
  <b>Scientists Spawn Rate =</b> 10 * [[Race]] Mod * [[Exploring,_Construction_%26_Building_Formulas#Effects_of_Buildings|Laboratories Effect]] * [[Mystics#Revelation|Revelation]] Mod
  
==Abduct Attacks==
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<b>Race Mod: [[Personality#The_Sage|Human]] =</b> 1.25 to Scientist Spawn Rate
Through combat, you can abduct scientists from another province. Universities protect a province from abduction.
 
  
 
=Scientist Networth=
 
=Scientist Networth=
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=Obsolete and historical data - saved for reference=
 
=Obsolete and historical data - saved for reference=
Historical information on science formulas and systems can be found here: [[Science: Obsolete and historical data]]
+
Historical information on science systems and formulas can be found here: [[Science: Obsolete and historical data]]
  
 
{{PreviousNext| [[Growth]] | [[Military]]}}
 
{{PreviousNext| [[Growth]] | [[Military]]}}
 
{{Guide navigation}}
 
{{Guide navigation}}
 
[[Category:Main]]
 
[[Category:Main]]

Revision as of 17:25, 13 July 2018

Science Effects

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

NOTE: Starting Age 77, The number of scientists required for soft cap in each category is 30.

Science Category Effect Multiplier Soft Cap
Alchemy Income 0.500% 30%
Tools Building Effectiveness 0.333% 20%
Housing Population Limits 0.250% 15%
Production Food & Rune Production 2.000% 120%
Military Military Efficiency 0.250% 15%
Crime Thievery Effectiveness 1.666% 100%
Channeling Magic Effectiveness 2.083% 125%
  • Starting Age 73: Science no longer has a hard maximum for all categories. Science will scale in a linear fashion up to stated maximums (soft cap) as normal. Once this point is reached, additional scientists will yield diminishing returns.
  • As of Age 77, Universities protect a province from Amnesia.
  • 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 = 10 * Race Mod * Laboratories Effect * Revelation Mod
Race Mod: Human = 1.25 to Scientist Spawn Rate

Scientist Networth

Networth Per Scientist = ~1.7gc * tick of experience
  • A maxed-out professor will provide ~408gc Networth

Obsolete and historical data - saved for reference

Historical information on science systems and formulas can be found here: Science: Obsolete and historical data

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