Difference between revisions of "Science Formulas"

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=Science Categories, Types and Effects=
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==Science Categories, Types and Effects==
  
 
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  <b>Science Bonus =</b> ( # of Books in Type )^(1/2.125) * Science Multiplier * [[Race]] Mod * [[Personality]] Mod * [[Mystics#Amnesia|Amnesia Effect]] * [[Attacking_%26_Defending#Attack_Type|Learn Effect]] * [[Mystics#Scientific Insights|Scientific Insights]] Mod
 
  <b>Science Bonus =</b> ( # of Books in Type )^(1/2.125) * Science Multiplier * [[Race]] Mod * [[Personality]] Mod * [[Mystics#Amnesia|Amnesia Effect]] * [[Attacking_%26_Defending#Attack_Type|Learn Effect]] * [[Mystics#Scientific Insights|Scientific Insights]] Mod
  
=Scientists and Books=
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==Scientists and Books==
  
 
*Each province starts with a set number of scientists assigned to the three science Categories (<b>Economy, Military, Arcane Arts</b>). <br>
 
*Each province starts with a set number of scientists assigned to the three science Categories (<b>Economy, Military, Arcane Arts</b>). <br>
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=Science Networth=
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== Science Networth ==
  
 
Books are worth [0.000007 * Current Land] points.
 
Books are worth [0.000007 * Current Land] points.
  
=Obsolete and historical data - saved for reference=
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== Re-assigning Scientists ==
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Re-assigning scientists drops them back to a recruit. Refer to this forum post for a discussion on this topic: http://forums.utopia-game.com/showthread.php?639982-A-Question-About-Ticks-amp-Buildings
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== Obsolete and historical data - saved for reference ==
 
Historical information on science systems and formulas 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]]'''
  

Revision as of 10:09, 1 January 2021

Science Categories, Types and Effects

Science Category Type Effect Multiplier
Economy Alchemy Income ~0.0724
Economy Tools Building Effectiveness ~0.0524
Economy Housing Population Limits ~0.0262
Economy Production Food & Rune Production ~0.2492
Economy Bookkeeping Wage Reduction ~0.068
Economy Artisan Construction Time Reduction, Construction & Raze Cost Reduction ~0.0478
Military Strategy Defensive Military Efficiency ~0.0367
Military Siege Battle Gains ~0.0262
Military Tactics Offensive Military Efficiency ~0.0367
Military Valor Reduced Military Train Time & Increased Dragon Slaying Strength ~0.0582
Military Heroism Draft Speed & Draft Costs Reduction ~0.0418
Arcane Arts Crime Thievery Effectiveness ~0.1557
Arcane Arts Channeling Magic Effectiveness ~0.1875
Arcane Arts Shielding Reduced Damage from Enemy Thievery and Magic Instant Operations ~0.0314
Arcane Arts Cunning Increased Thievery and Magic Instant Operation Damage ~0.0472
Arcane Arts Invocation Ritual Rune Cost Reduction ~0.0622
Science Bonus = ( # of Books in Type )^(1/2.125) * Science Multiplier * Race Mod * Personality Mod * Amnesia Effect * Learn Effect * Scientific Insights Mod

Scientists and Books

  • Each province starts with a set number of scientists assigned to the three science Categories (Economy, Military, 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, Military, 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.
  • Science over 5000 BPA will slowly decay outside War.


Scientists Spawn Rate = 1.25 * Race Mod * Laboratories Effect * Revelation Mod
Rank Experience Book Production
Recruit 0-2399 100
Novice 2400-8159 120
Graduate 8160-18239 140
Professor 18240+ 160
  • Personalities gain a passive bonus to book production, as follows:
Personality Category Bonus
Artisan Economy +25%
Cleric Economy +25%
Raider Economy +25%
Tactician Military +25%
War Hero Military +25%
Warrior Military +25%
Heretic Arcane Arts +25%
Mystic Arcane Arts +25%
Rogue Arcane Arts +25%

Science Networth

Books are worth [0.000007 * Current Land] points.

Re-assigning Scientists

Re-assigning scientists drops them back to a recruit. Refer to this forum post for a discussion on this topic: http://forums.utopia-game.com/showthread.php?639982-A-Question-About-Ticks-amp-Buildings

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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