Science
Sciences are the study of knowledge and create our pathway into the future. By studying the laws that govern our being and understanding the effects of these laws, we can strengthen ourselves in all that we do. The mystery of magic and thievery, our military prowess, even our methods of production can all be enhanced through the power of study with an investment in time devoted to those fields. The students of our province will lead us into the future with your careful direction.
Mastering the Arts & Sciences makes your people stronger, smarter, and more efficient. You can grow in strength without growing in size.
Details on the benefits of different sciences can be found below.
Science Categories, Types and Effects
Check out the Guide for descriptions: https://utopia-game.com/guide/, then go to Science in the navigation menu.
| Science Category | Type | Effect | Multiplier |
| Economy | Alchemy | Income | ~0.0724 |
| Tools | Building Effectiveness | ~0.0524 | |
| Housing | Population Limits | ~0.0262 | |
| Production | Food & Rune Production | ~0.2172 | |
| Bookkeeping | Wage Reduction | ~0.068 | |
| Artisan | Construction Time Reduction, Construction & Raze Cost Reduction | ~0.0478 | |
| Military | Strategy | Defensive Military Efficiency | ~0.0367 |
| Siege | Battle Gains | ~0.0262 | |
| Tactics | Offensive Military Efficiency | ~0.0367 | |
| Valor | Reduced Military Train Time & Increased Dragon Slaying Strength | ~0.0582 | |
| Heroism | Draft Speed & Draft Costs Reduction | ~0.0418 | |
| Resilience | Reduced Military Casualties | ~0.0489 | |
| Arcane Arts | Crime | Thievery Effectiveness | ~0.1557 |
| Channeling | Magic Effectiveness | ~0.1875 | |
| Shielding | Reduced Damage from Enemy Thievery and Magic Instant Operations | ~0.0314 | |
| Sorcery | Increased Magic Instant Damage | ~0.0314 | |
| Cunning | Increased Thievery Operation Damage | ~0.0314 | |
| Finesse | Reduced Wizards and Thieves lost on Failed Spells and Operations | ~0.0965 |
Science Formula
Science Bonus = ( # of Books in Type )^(1/2.125) * Science Multiplier * Race Mod * Personality Mod * Amnesia Effect * Scientific Insights Mod * Libraries 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. Universities 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.
- 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.
Scientist Spawn Rate Formula
Scientists Spawn Rate = 2 * Race Mod * Universities Effect * Revelation Mod
Scientist Ranks and Production
| Rank | Experience | Book Production |
| Recruit | 0-1439 | 60 |
| Novice | 1440-5279 | 80 |
| Graduate | 5280-12479 | 100 |
| Professor | 12480+ | 120 |
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
Science Networth
Books are worth [0.000006 * Current Land] points.
Obsolete and historical data - saved for reference
Age 77
Science Bonus = [ MIN( Science Multiplier * Skill points , Cap ) + MAX( 0, Science Multiplier * Skill points - Cap ) * Diminishing Return Factor ] * Race Mod * Personality Mod * Scientific Insights Mod
Skill points = Number of Novices + 1.5 * Number of Graduates + 2 * Number of Professors
| Modifier Type | Multiplier | Science Category |
| Personality: Heretic | 1.3 | Crime |
| Personality: Heretic | 1.3 | Channeling |
| Personality: Rogue | 1.5 | Crime |
| Personality: Mystic | 1.75 | Channeling |
| Personality: Sage | 1.3 | All |
| Spell: Scientific Insights | 1.1 | All |
*NOTE* Starting Age 73: Science no longer has a hard maximum for all categories. Science will scale in a linear fashion up to stated maximums (Cap) as normal. Once this point is reached, additional scientists will yield diminishing returns.
| Science Category | Effect | Multiplier | Cap | Scientist Cap |
| Alchemy | Income | 0.500% | 30% | 30 |
| Tools | Building Effectiveness | 0.333% | 20% | 30 |
| Housing | Population Limits | 0.250% | 15% | 30 |
| Production | Food & Rune Production | 2.000% | 120% | 30 |
| Military | Military Efficiency | 0.250% | 15% | 30 |
| Crime | Thievery Effectiveness | 1.667% | 100% | 30 |
| Channeling | Magic Effectiveness | 2.084% | 125% | 30 |
- As of Age 77, Universities protect a province from Amnesia.
- Starting Age 77, the number of scientists required for (soft) cap will be the same number for all categories: 30.
- 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 = 9.5 * Race Mod * Laboratories Effect * Revelation Mod
| Modifier Type | Multiplier |
| Race: Human | 1.25 |
| Spell: Revelation | 1.3 |
Scientist Networth
Networth Per Scientist = ~1.7gc * tick of experience
- Professors experience caps at 72 hours
- A maxed-out professor will provide ~413gc Networth
Age 69 - Age 76
Abduct Attacks
- Through combat, you can abduct scientists from another province. Universities protect a province from abduction. Note: Abduct attack has been removed in Age 77.
Changelog
- Age 69: The new science system is introduced.
- Age 70: Professors experience capped at 72 hours (a maxed-out professor will provide ~624gc Networth). Tools cap increased from 15% to 20%, housing and military cap from 10% to 15%, food from 100% to 200%, channeling from 100% to 125%. Additional scientist rank added: Recruit.
- Age 71: Approximately +50% scientists will be required to reach maximum effects (see table below). Production Science maximum will be 120% (down from 200%) and it will increase both Food and Rune production.
- Age 72: Scientists are generated on a flat ratio (7.5) similar to wizards instead of via RNG.
- Age 73: Science will no longer have a hard maximum for all categories. Science will scale in a linear fashion up to the previously stated maximums as normal. Once this point is reached additional scientists will yield diminishing returns.
- Age 74: Scientist experience will now show on the Science page and in the Spy on Sciences.
- Age 76: The number of scientists required for soft cap will be the same number for all categories: 35.
Old scientist multipliers and caps, during Age 76:
| 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% |
Old scientist multipliers and caps, Age 71 - Age 75:
| 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 |
Age ?? to Age 68
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 |