Difference between revisions of "Science Formulas"

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  <b>Skill points =</b> Number of Novices + 1.5 * Number of Graduates + 2 * Number of Professors
 
  <b>Skill points =</b> Number of Novices + 1.5 * Number of Graduates + 2 * Number of Professors
 +
 +
'''NOTE: Since Age 76 scientists required for soft cap will be the same number for all categories at 35'''
  
 
{| cellpadding="4"  
 
{| cellpadding="4"  
 
|-bgcolor="#dedeff"
 
|-bgcolor="#dedeff"
| '''Science Category''' || '''Effect''' || ''' Multiplier''' || '''Cap''' || '''Scientist Cap'''
+
| '''Science Category''' || '''Effect''' || ''' Multiplier''' || '''Soft Cap'''  
 
|-
 
|-
| '''Alchemy''' || Income || 0.428 || 30% || 35
+
| '''Alchemy''' || Income || 0.428 || 30%  
 
|-
 
|-
| '''Tools''' || Building Effectiveness || 0.287 || 20% || 35
+
| '''Tools''' || Building Effectiveness || 0.287 || 20%  
 
|-
 
|-
| '''Housing''' || Population Limits || 0.215 || 15% || 35
+
| '''Housing''' || Population Limits || 0.215 || 15%  
 
|-
 
|-
| '''Production''' || Food & Rune Production || 1.714 || 120% || 35
+
| '''Production''' || Food & Rune Production || 1.714 || 120%  
 
|-
 
|-
| '''Military''' || Military Efficiency || 0.215 || 15% || 35
+
| '''Military''' || Military Efficiency || 0.215 || 15%  
 
|-
 
|-
| '''Crime''' || Thievery Effectiveness || 1.428 || 100% || 35
+
| '''Crime''' || Thievery Effectiveness || 1.428 || 100%  
 
|-
 
|-
| '''Channeling''' || Magic Effectiveness || 1.785 || 125% || 35
+
| '''Channeling''' || Magic Effectiveness || 1.785 || 125%  
 
|}
 
|}
  

Revision as of 23:11, 26 April 2018

Science Effects

Science Bonus = Race Mod * Personality Mod * Min(Science Multiplier * Skill points , Science Cap)
Skill points = Number of Novices + 1.5 * Number of Graduates + 2 * Number of Professors

NOTE: Since Age 76 scientists required for soft cap will be the same number for all categories at 35

Science Category Effect Multiplier Soft Cap
Alchemy Income 0.428 30%
Tools Building Effectiveness 0.287 20%
Housing Population Limits 0.215 15%
Production Food & Rune Production 1.714 120%
Military Military Efficiency 0.215 15%
Crime Thievery Effectiveness 1.428 100%
Channeling Magic Effectiveness 1.785 125%

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 = 7.5 * Race Mod * Laboratories Effect * Revelation Mod

Abduct Attacks

Through combat, you can abduct scientists from another province. Universities protect a province from abduction.

Scientist Networth

Networth Per Scientist = ~2.6gc * tick of experience
  • A maxed-out professor will provide ~624gc Networth

Out Dated science formulas Saved for reference only

NOTE: Old scientist multipliers and caps, before Age 76.

Science Category Effect Multiplier Cap Scientist Cap
Alchemy Income 0.5 30% 30
Tools Building Effectiveness 0.33 20% 31
Housing Population Limits 0.2 15% 38
Production Food & Rune Production 2 120% 30
Military Military Efficiency 0.2 15% 38
Crime Thievery Effectiveness 1.65 100% 31
Channeling Magic Effectiveness 2 125% 32


NOTE: These formulas apply to the old books system of science. In Age 69, books were replaced by scientists.

-From Ages ?? to 68 Science formulas worked as follows

Science Effects

Books per Acre = Books / MAX(Acres,300)
Science Bonus = Race Mod * Personality Mod * Science Multiplier * SQRT( Books per Acre ) * Library Effect


Science Category Multiplier
Alchemy 1.4
Tools 1
Housing 0.65
Food 8
Military 0.52
Thievery 6
Channeling 6

Science Costs

Science Cost = Raw Cost (Table Below) * Race Mod * Schools Effect


Science Rate BPA GC / Book GC / Acre
No Research 0 0 0
Minimal 0.3 6 1.8
Limited 0.4 7 2.8
Sustained 0.5 9 4.5
Active 0.7 13 9.1
Focused 0.9 17 15.3
Accelerated 1.2 22 26.4
Intensive 1.5 27 40.5
Rushed 2.0 36 72.0
Extreme 3.0 50 150.0