Difference between revisions of "Science Formulas"

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=Science Effects=
+
=Science Categories, Types and Effects=
  
<b>Science Bonus =</b> [ ''MIN''( Science Multiplier * Skill points , Cap ) + ''MAX''( 0, Science Multiplier * Skill points - Cap ) * Diminishing Return Factor ] * [[Race]] Mod * [[Personality]] Mod * [[Mystics#Scientific_Insights|Scientific Insights]] Mod
+
{| cellpadding="4"  
 
+
|-bgcolor="#dedeff"
<b>Skill points =</b> Number of Novices + 1.5 * Number of Graduates + 2 * Number of Professors
+
| '''Science Category''' || '''Type''' || '''Effect''' || ''' Multiplier'''  
 
+
|-
{| cellpadding="3"  
+
| '''Economy''' || Alchemy ||Income || ~0.476
|-bgcolor="#C0C0C0"
+
|-
| '''Modifier Type''' || ''' Multiplier''' || '''Science Category'''
+
| '''Economy''' || Tools || Building Effectiveness || ~0.338
 +
|-
 +
| '''Economy''' || Housing || Population Limits || ~0.204
 
|-
 
|-
| Personality: [[Personality#The_Heretic|Heretic]] || 1.3 || Crime
+
| '''Economy''' || Production || Food & Rune Production || ~1.63
 
|-
 
|-
| Personality: [[Personality#The_Heretic|Heretic]] || 1.3 || Channeling
+
| '''Economy''' || Bookkeeping || Wage Reduction || ~0.44
 
|-
 
|-
| Personality: [[Personality#The_Rogue|Rogue]] || 1.5 || Crime
+
| '''Economy''' || Artisan || Construction Time Reduction & Construction Cost Reduction || ~0.3
 
|-
 
|-
| Personality: [[Personality#The_Mystic|Mystic]] || 1.75 || Channeling
+
| '''Warfare''' || Strategy || Defensive Military Efficiency || ~0.272
 
|-
 
|-
| Personality: [[Personality#The_Sage|Sage]] || 1.3 || All 
+
| '''Warfare''' || Siege || Battle Gains || ~0.2
 
|-
 
|-
| Spell: [[Mystics#Scientific_Insights|Scientific Insights]] || 1.1 || All
+
| '''Warfare''' || Tactics || Offensive Military Efficiency || ~0.306
|}
 
 
 
 
 
'''*NOTE* Starting Age 73: Science no longer has a hard maximum for all categories. Science will scale in a linear fashion up to stated maximums (Cap) as normal. Once this point is reached, additional scientists will yield diminishing returns.'''
 
 
 
{| cellpadding="4"
 
|-bgcolor="#dedeff"
 
| '''Science Category''' || '''Effect''' || ''' Multiplier''' || '''Cap''' || '''Scientist Cap'''
 
 
|-
 
|-
| '''Alchemy''' || Income || 0.500% || 30% || 30
+
| '''Warfare''' || Valor || Reduced Military Train Time & Increased Dragon Slaying Strength || ~0.37
 
|-
 
|-
| '''Tools''' || Building Effectiveness || 0.333% || 20% || 30
+
| '''Warfare''' || Heroism || Draft Speed & Draft Costs Reduction || ~0.272
 
|-
 
|-
| '''Housing''' || Population Limits || 0.250% || 15% || 30
+
| '''Arcane Arts''' || Crime || Thievery Effectiveness || ~1.02
 
|-
 
|-
| '''Production''' || Food & Rune Production || 2.000% || 120% || 30
+
| '''Arcane Arts''' || Channeling ||Magic Effectiveness || ~1.22
 
|-
 
|-
| '''Military''' || Military Efficiency || 0.250% || 15% || 30
+
| '''Arcane Arts''' || Shielding || Reduced Damage from Enemy Thievery and Magic Instant Operations || ~0.23
 
|-
 
|-
| '''Crime''' || Thievery Effectiveness || 1.667% || 100% || 30
+
| '''Arcane Arts''' || Cunning || Increased Thievery and Magic Instant Operation Damage || ~0.338
 
|-
 
|-
| '''Channeling''' || Magic Effectiveness || 2.084% || 125% || 30
+
| '''Arcane Arts''' || Invocation || Ritual Rune Cost Reduction || ~0.4
 
|}
 
|}
  
*As of Age 77, Universities protect a province from [[Mystics#Amnesia|Amnesia]].
+
<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]]
*Starting Age 77, the number of scientists required for (soft) cap will be the same number for all categories: 30.
 
*Abduct attack has been removed in Age 77.
 
  
<!-- [''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]
+
=Scientists and Books=
  
<b>Personality Mod: [[Personality#The_Heretic|Heretic]] =</b> 1.3 to Crime and Channeling Science
+
*Each province starts with a set number of scientists assigned to the three science Categories (<b>Economy, Warfare, Arcane Arts</b>). <br>
<b>Personality Mod: [[Personality#The_Mystic|Mystic]] =</b> 1.75 to Channeling Science
+
*Scientists start out as Recruits, then as they progress they provide incrementally greater benefits with each progression. <br>
<b>Personality Mod: [[Personality#The_Rogue|Rogue]] =</b> 1.5 to Crime Science
+
*Scientist experience is based on how many books they have produced in that category. <br>
<b>Personality Mod: [[Personality#The_Sage|Sage]] =</b> 1.3 to All Science
+
*Scientists have no networth value.
<b>Spell Mod: [[Mystics#Scientific_Insights|Scientific Insights]] =</b> 1.1 to All Science
+
*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>
  
=Scientist Spawn Rate=
+
<b>Scientists Spawn Rate =</b> X * [[Race]] Mod * [[Exploring,_Construction_%26_Building_Formulas#Effects_of_Buildings|Laboratories 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, then as they progress ther provide incrementally greater benefits with each progression.
 
  
*Recruit -> Novice = 3 Utopian days (3 hours)
+
{| cellpadding="4"
*Novice -> Graduate = 72 Utopian days (3 days)
+
|-bgcolor="#dedeff"
*Graduate -> Professor = 96 Utopian days (4 days)
+
|'''Rank''' || '''Experience''' || '''Book Production'''
 
+
|-
Scientists can be re-assigned at any time, but revert to Recruit level when doing so. <br>
+
| '''Recruit''' || 0-2399 || 100
Every tick each province builds progress towards a new random scientist. Laboratories increase the rate of this progress.
+
|-
 
+
| '''Novice''' || 2400-13199 || 150
<b>Scientists Spawn Rate =</b> 9.5 * [[Race]] Mod * [[Exploring,_Construction_%26_Building_Formulas#Effects_of_Buildings|Laboratories Effect]] * [[Mystics#Revelation|Revelation]] Mod
+
|-
 
+
| '''Graduate''' || 13200-27599 || 200
{| cellpadding="3"  
+
|-
 +
| '''Professor''' || 27600+ || 250
 +
|}
 +
<!-- {| cellpadding="3"  
 
|-bgcolor="#C0C0C0"
 
|-bgcolor="#C0C0C0"
 
| '''Modifier Type''' || ''' Multiplier'''  
 
| '''Modifier Type''' || ''' Multiplier'''  
|-
 
| Race: [[Race#Human|Human]] || 1.25
 
 
|-
 
|-
 
| Spell: [[Mystics#Revelation|Revelation]] || 1.3  
 
| Spell: [[Mystics#Revelation|Revelation]] || 1.3  
 
|}
 
|}
<!--  
+
-->
<b>Race Mod: [[Personality#The_Sage|Human]] =</b> 1.25 to Scientist Spawn Rate
 
<b>Spell Mod: [[Mystics#Revelation|Revelation]] =</b> 1.3 to Scientist Spawn Rate
 
-->
 
 
 
 
 
=Scientist Networth=
 
  
<b>Networth Per Scientist =</b> ~1.7gc * tick of experience
+
=Science Networth=
  
* Professors experience caps at 72 hours
+
Each book is worth ~0.00 points of networth.
* A maxed-out professor will provide ~413gc Networth
 
  
 
=Obsolete and historical data - saved for reference=
 
=Obsolete and historical data - saved for reference=

Revision as of 13:51, 4 December 2018

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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