Science Formulas

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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: Starting Age 77, scientists required for soft cap will be the same number in all categories at 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%

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

Abduct Attacks

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

Scientist Networth

Networth Per Scientist = ~1.7gc * tick of experience
  • A maxed-out professor will provide ~624gc Networth

Obsolete and historical data - saved for reference

Science: Obsolete and historical data

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