Difference between revisions of "Science Formulas"

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  <b>Spell Mod: [[Mystics#Scientific_Insights|Scientific Insights]] =</b> 1.1 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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'''NOTE: Starting Age 77, The number of scientists required in each category for soft cap is 30.'''
  
 
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Revision as of 17:29, 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 in each category for soft cap 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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