Difference between revisions of "Science Formulas"
From The Utopian Encyclopedia
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− | =Science Effects= | + | =Science Categories, Types and Effects= |
− | + | {| cellpadding="4" | |
− | + | |-bgcolor="#dedeff" | |
− | + | | '''Science Category''' || '''Type''' || '''Effect''' || ''' Multiplier''' | |
− | + | |- | |
− | {| cellpadding=" | + | | '''Economy''' || Alchemy ||Income || ~0.476 |
− | |-bgcolor="# | + | |- |
− | | ''' | + | | '''Economy''' || Tools || Building Effectiveness || ~0.338 |
+ | |- | ||
+ | | '''Economy''' || Housing || Population Limits || ~0.204 | ||
|- | |- | ||
− | | | + | | '''Economy''' || Production || Food & Rune Production || ~1.63 |
|- | |- | ||
− | | | + | | '''Economy''' || Bookkeeping || Wage Reduction || ~0.44 |
|- | |- | ||
− | | | + | | '''Economy''' || Artisan || Construction Time Reduction & Construction Cost Reduction || ~0.3 |
|- | |- | ||
− | | | + | | '''Warfare''' || Strategy || Defensive Military Efficiency || ~0.272 |
|- | |- | ||
− | | | + | | '''Warfare''' || Siege || Battle Gains || ~0.2 |
|- | |- | ||
− | | | + | | '''Warfare''' || Tactics || Offensive Military Efficiency || ~0.306 |
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− | ''' | ||
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|- | |- | ||
− | | ''' | + | | '''Warfare''' || Valor || Reduced Military Train Time & Increased Dragon Slaying Strength || ~0.37 |
|- | |- | ||
− | | ''' | + | | '''Warfare''' || Heroism || Draft Speed & Draft Costs Reduction || ~0.272 |
|- | |- | ||
− | | ''' | + | | '''Arcane Arts''' || Crime || Thievery Effectiveness || ~1.02 |
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− | | ''' | + | | '''Arcane Arts''' || Channeling ||Magic Effectiveness || ~1.22 |
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− | | ''' | + | | '''Arcane Arts''' || Shielding || Reduced Damage from Enemy Thievery and Magic Instant Operations || ~0.23 |
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− | | ''' | + | | '''Arcane Arts''' || Cunning || Increased Thievery and Magic Instant Operation Damage || ~0.338 |
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− | | ''' | + | | '''Arcane Arts''' || Invocation || Ritual Rune Cost Reduction || ~0.4 |
|} | |} | ||
− | + | <b>Science Bonus =</b> ( # of Books in Type )^(1/3) * Science Multiplier * [[Race]] Mod * [[Personality]] Mod * [[Mystics#Amnesia|Amnesia Effect]] * [[Attacking_%26_Defending#Attack_Type|Learn Effect]] | |
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− | * | ||
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− | + | =Scientists and Books= | |
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− | + | *Each province starts with a set number of scientists assigned to the three science Categories (<b>Economy, Warfare, Arcane Arts</b>). <br> | |
− | Each province starts with a set number of scientists assigned to the | + | *Scientists start out as Recruits, then as they progress they provide incrementally greater benefits with each progression. <br> |
+ | *Scientist experience is based on how many books they have produced in that category. <br> | ||
+ | *Scientists have no networth value. | ||
+ | *Scientists can be re-assigned at any time, but revert to Recruit level when doing so. <br> | ||
+ | *Every tick each province builds progress towards a new scientist. Laboratories increase the rate of this progress. | ||
+ | *Scientists produce a set number of books each tick in the Category they are allocated (<b>Economy, Warfare, Arcane Arts</b>), based on their rank. Schools increase this effect, but only in a single Category selected with a drop-down menu.<br> | ||
+ | *Books can be allocated to any science Type within the Category they have been produced.<br> | ||
+ | *Allocated books go into effect instantly. | ||
+ | *Inactive provinces do not produce books.<br> | ||
− | + | <b>Scientists Spawn Rate =</b> X * [[Race]] Mod * [[Exploring,_Construction_%26_Building_Formulas#Effects_of_Buildings|Laboratories Effect]] * [[Mystics#Revelation|Revelation]] Mod | |
− | * | ||
− | * | ||
− | + | {| cellpadding="4" | |
− | + | |-bgcolor="#dedeff" | |
− | + | |'''Rank''' || '''Experience''' || '''Book Production''' | |
− | + | |- | |
− | + | | '''Recruit''' || 0-2399 || 100 | |
− | {| cellpadding="3" | + | |- |
+ | | '''Novice''' || 2400-13199 || 150 | ||
+ | |- | ||
+ | | '''Graduate''' || 13200-27599 || 200 | ||
+ | |- | ||
+ | | '''Professor''' || 27600+ || 250 | ||
+ | |} | ||
+ | <!-- {| cellpadding="3" | ||
|-bgcolor="#C0C0C0" | |-bgcolor="#C0C0C0" | ||
| '''Modifier Type''' || ''' Multiplier''' | | '''Modifier Type''' || ''' Multiplier''' | ||
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|- | |- | ||
| Spell: [[Mystics#Revelation|Revelation]] || 1.3 | | Spell: [[Mystics#Revelation|Revelation]] || 1.3 | ||
|} | |} | ||
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− | + | =Science Networth= | |
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+ | Each book is worth ~0.00 points of networth. | ||
=Obsolete and historical data - saved for reference= | =Obsolete and historical data - saved for reference= |
Revision as of 13:51, 4 December 2018
Contents
Science Categories, Types and Effects
Science Category | Type | Effect | Multiplier |
Economy | Alchemy | Income | ~0.476 |
Economy | Tools | Building Effectiveness | ~0.338 |
Economy | Housing | Population Limits | ~0.204 |
Economy | Production | Food & Rune Production | ~1.63 |
Economy | Bookkeeping | Wage Reduction | ~0.44 |
Economy | Artisan | Construction Time Reduction & Construction Cost Reduction | ~0.3 |
Warfare | Strategy | Defensive Military Efficiency | ~0.272 |
Warfare | Siege | Battle Gains | ~0.2 |
Warfare | Tactics | Offensive Military Efficiency | ~0.306 |
Warfare | Valor | Reduced Military Train Time & Increased Dragon Slaying Strength | ~0.37 |
Warfare | Heroism | Draft Speed & Draft Costs Reduction | ~0.272 |
Arcane Arts | Crime | Thievery Effectiveness | ~1.02 |
Arcane Arts | Channeling | Magic Effectiveness | ~1.22 |
Arcane Arts | Shielding | Reduced Damage from Enemy Thievery and Magic Instant Operations | ~0.23 |
Arcane Arts | Cunning | Increased Thievery and Magic Instant Operation Damage | ~0.338 |
Arcane Arts | Invocation | Ritual Rune Cost Reduction | ~0.4 |
Science Bonus = ( # of Books in Type )^(1/3) * Science Multiplier * Race Mod * Personality Mod * Amnesia Effect * Learn Effect
Scientists and Books
- Each province starts with a set number of scientists assigned to the three science Categories (Economy, Warfare, Arcane Arts).
- Scientists start out as Recruits, then as they progress they provide incrementally greater benefits with each progression.
- Scientist experience is based on how many books they have produced in that category.
- Scientists have no networth value.
- 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 scientist. Laboratories increase the rate of this progress.
- Scientists produce a set number of books each tick in the Category they are allocated (Economy, Warfare, Arcane Arts), based on their rank. Schools increase this effect, but only in a single Category selected with a drop-down menu.
- Books can be allocated to any science Type within the Category they have been produced.
- Allocated books go into effect instantly.
- Inactive provinces do not produce books.
Scientists Spawn Rate = X * Race Mod * Laboratories Effect * Revelation Mod
Rank | Experience | Book Production |
Recruit | 0-2399 | 100 |
Novice | 2400-13199 | 150 |
Graduate | 13200-27599 | 200 |
Professor | 27600+ | 250 |
Science Networth
Each book is worth ~0.00 points of 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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