Difference between revisions of "Science Formulas"

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=Science Effects=
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=Science Categories, Types and Effects=
  
=Scientist Spawn Rate=
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{| cellpadding="4"
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.
+
|-bgcolor="#dedeff"
 +
| '''Science Category''' || '''Type''' || '''Effect''' || ''' Multiplier'''
 +
|-
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| '''Economy''' || Alchemy ||Income || ~0.476
 +
|-
 +
| '''Economy''' || Tools || Building Effectiveness || ~0.338
 +
|-
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| '''Economy''' || Housing || Population Limits || ~0.204
 +
|-
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| '''Economy''' || Production || Food & Rune Production || ~1.63
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|-
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| '''Economy''' || Bookkeeping || Wage Reduction || ~0.44
 +
|-
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| '''Economy''' || Artisan || Construction Time Reduction & Construction Cost Reduction || ~0.3
 +
|-
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| '''Warfare''' || Strategy || Defensive Military Efficiency || ~0.272
 +
|-
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| '''Warfare''' || Siege || Battle Gains || ~0.2
 +
|-
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| '''Warfare''' || Tactics || Offensive Military Efficiency || ~0.306
 +
|-
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| '''Warfare''' || Valor || Reduced Military Train Time & Increased Dragon Slaying Strength || ~0.37
 +
|-
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| '''Warfare''' || Heroism || Draft Speed & Draft Costs Reduction || ~0.272
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|-
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| '''Arcane Arts''' || Crime || Thievery Effectiveness || ~1.02
 +
|-
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| '''Arcane Arts''' || Channeling ||Magic Effectiveness || ~1.22
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|-
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| '''Arcane Arts''' || Shielding || Reduced Damage from Enemy Thievery and Magic Instant Operations || ~0.23
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|-
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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
 +
|}
  
*Recruit -> Novice = 3 Utopian days (3 hours)
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<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]]
*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. <br>
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=Scientists and Books=
Every tick each province builds progress towards a new random scientist. Laboratories increase the rate of this progress.
 
  
<b>Scientists Spawn Rate =</b> 9.5 * [[Race]] Mod * [[Exploring,_Construction_%26_Building_Formulas#Effects_of_Buildings|Laboratories Effect]] * [[Mystics#Revelation|Revelation]] Mod
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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>
 +
*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>
  
{| cellpadding="3"  
+
<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"
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|'''Rank''' || '''Experience''' || '''Book Production'''
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|-
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| '''Recruit''' || 0-2399 || 100
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|-
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| '''Novice''' || 2400-13199 || 150
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|-
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| '''Graduate''' || 13200-27599 || 200
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|-
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| '''Professor''' || 27600+ || 250
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|}
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<!-- {| 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
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=Science Networth=
  
* Professors experience caps at 72 hours
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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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