Science Formulas

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Science Categories, Types and Effects

Science Category Type Effect Multiplier
Economy Alchemy Income 0.0592
Economy Tools Building Effectiveness 0.0424
Economy Housing Population Limits 0.0254
Economy Production Food & Rune Production 0.254
Economy Bookkeeping Wage Reduction 0.051
Economy Artisan Construction Time Reduction 0.034
Warfare Strategy Defensive Military Efficiency 0.034
Warfare Siege Battle Gains 0.03
Warfare Tactics Offensive Military Efficiency 0.034
Warfare Valor Reduced Military Train Time & Increased Dragon Slaying Strength 0.0424
Warfare Heroism Draft Speed & Draft Costs Reduction 0.034
Arcane Arts Crime Thievery Effectiveness 0.152
Arcane Arts Channeling Magic Effectiveness 0.186
Arcane Arts Shielding Reduced Damage from Enemy Thievery and Magic Instant Operations 0.034
Arcane Arts Cunning Increased Thievery and Magic Instant Operation Damage 0.034
Arcane Arts Invocation Ritual Rune Cost Reduction 0.042
Science Bonus = SQRT( # of Books in Type ) * 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.
Scientists Spawn Rate = X * Race Mod * Laboratories Effect * Revelation Mod
Rank Experience Book Production
Recruit 0-2399 100
Novice 2400-14399 200
Graduate 14400-47999 400
Professor 48000+ 700

Science Networth

Each book is worth X 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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