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=== Raw Income ===
=== Raw Income ===
<b>Raw Income =</b> (3 * Employed Peasants) + (1 * Unemployed Peasants) + (0.75 * Prisoners) + Racial Gold Generation + (Banks * 25 * BE) + Miner's Mystique Gold Generation
<div class="formula-box">
<b>Raw Income =</b> (3 * Employed Peasants) + (1 * Unemployed Peasants) + (0.75 * Prisoners) + Racial Gold Generation + (Banks * 25 * BE) + Miner's Mystique Gold Generation
</div>


===Modified Total Income===
===Modified Total Income===
<b>Modified Income =</b> Raw Income * [[The_Plague|Plague]] * [[Thievery#Incite_Riots|Riots]] * Bank % Bonus * Income Sci * [[Honor#Effects|Honor Income Mod]]  
<div class="formula-box">
                  * [[Races and Personalities#Humans|Race]] Mod * [[Races and Personalities#The_Merchant|Personality]] Mod * [[Dragons|Dragon]] * [[Ritual|Ritual]]
<b>Modified Income =</b> Raw Income * [[The_Plague|Plague]] * [[Thievery#Incite_Riots|Riots]] * Bank % Bonus * Income Sci * [[Honor#Effects|Honor Income Mod]] * [[Races and Personalities#Humans|Race]] Mod * [[Races and Personalities#The_Merchant|Personality]] Mod * [[Dragons|Dragon]] * [[Ritual|Ritual]]
</div>


===Military Expenses / Wages===
===Military Expenses / Wages===
<b>Military Expenses = </b>(((Def specs + Off specs ) * 0.5) + Elites * 0.75) * Wage Rate * [[Growth|Armouries]] Bonus * [[Races and Personalities|Race Mod]] * [[Races and Personalities|Personality Mod]] * max([[Mystics#Inspire_Army|Inspire Army]] , [[Mystics#Hero's Inspiration|Hero's Inspiration]]) * [[Mystics#Greed|Greed]] * [[Ritual|Ritual]] * [[Dragons|Dragon]] * [[Science#Science_Categories.2C_Types_and_Effects|Bookkeeping Science Effect]]  
<div class="formula-box">
<b>Military Expenses = </b>(((Def specs + Off specs ) * 0.5) + Elites * 0.75) * Wage Rate * [[Growth|Armouries]] Bonus * [[Races and Personalities|Race Mod]] * [[Races and Personalities|Personality Mod]] * max([[Mystics#Inspire_Army|Inspire Army]] , [[Mystics#Hero's Inspiration|Hero's Inspiration]]) * [[Mystics#Greed|Greed]] * [[Ritual|Ritual]] * [[Dragons|Dragon]] * [[Science#Science_Categories.2C_Types_and_Effects|Bookkeeping Science Effect]]  
</div>


'''Note'''
'''Note'''
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=Population=
=Population=
===Total Population===
===Total Population===
<b>Raw Living Space =</b> ((Built Land + Land in progress) * 25) + (Barren Land * 15) + (Homes * Homes Capacity)   
<div class="formula-box">
<b>Raw Living Space =</b> ((Built Land + Land in progress) * 25) + (Barren Land * 15) + (Homes * Homes Capacity)   
<b>Mod Living Space =</b> Raw Living Space * Race Bonus * Population Science * Honor Population Bonus
</div>
 
<div class="formula-box">
<b>Mod Living Space =</b> Raw Living Space * Race Bonus * Population Science * Honor Population Bonus
</div>
'''Note'''
'''Note'''
*Honor Bonuses are calculated as 1 + (Personality Mod * Honor Bonus)
*Honor Bonuses are calculated as 1 + (Personality Mod * Honor Bonus)


===Current Population===
===Current Population===
<b>Current Population =</b> Peasants + Soldiers + Off Specs + Off Specs in Training + Def Specs + Def Specs in Training  
<div class="formula-box">
                      + Elites + Elites in Training + Thieves + Thieves in Training + Wizards
<b>Current Population =</b> Peasants + Soldiers + Off Specs + Off Specs in Training + Def Specs + Def Specs in Training + Elites + Elites in Training + Thieves + Thieves in Training + Wizards
</div>


'''Note'''
'''Note'''
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===Hourly Change===
===Hourly Change===
<b>Peasants Hourly Change =</b> (Current Peasants * ((Birth Rate + Love & Peace) * Race Bonus * Hospitals Bonus * [[Relations#Ending_A_War|EOWCF]] * Chastity - Storms)) + ([[Buildings#Homes|Homes bonus]] * Chastity) - Drafted Soldiers - Wizards Trained
<div class="formula-box">
<b>Peasants Hourly Change =</b> (Current Peasants * ((Birth Rate + Love & Peace) * Race Bonus * Hospitals Bonus * [[Relations#Ending_A_War|EOWCF]] * Chastity - Storms)) + ([[Growth#Homes|Homes bonus]] * Chastity) - Drafted Soldiers - Wizards Trained
</div>


{{Mods}}
{| class="wikitable"
!Modifier Type
!Active
!Otherwise
|-
|-
| '''Love & Peace''' || 0.85% || 0
| '''Love & Peace''' || 0.85% || 0
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| '''Chastity''' || 0.5 || 1
| '''Chastity''' || 0.5 || 1
|}
|}
'''Note'''
'''Note'''
* Base birth rate is 2.05% and ranges from 1.9457% up to 2.1525% (± 5% of 2.05%)
* Base birth rate is 2.05% and ranges from 1.9457% up to 2.1525% (± 5% of 2.05%)
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==Employment==
==Employment==
===Available Jobs===
===Available Jobs===
<b>Available Jobs =</b> (Completed Buildings - Homes) * 25
<div class="formula-box">
<b>Available Jobs =</b> (Completed Buildings - Homes) * 25
</div>


===Unfilled Jobs===
===Unfilled Jobs===
<b>Unfilled Jobs =</b> ''MAX'' ( [[Economy#Available_Jobs|Available Jobs]] - Peasants - ''ROUNDDOWN''( Prisoners / 2 ) , 0 )
<div class="formula-box">
<b>Unfilled Jobs =</b> ''MAX'' ( [[Economy#Available_Jobs|Available Jobs]] - Peasants - ''ROUNDDOWN''( Prisoners / 2 ) , 0 )
</div>


===Employed Peasants===
===Employed Peasants===
<b>Employed Peasants =</b> ''MIN'' ( Peasants , [[Economy#Available_Jobs|Available Jobs]] - (''ROUNDDOWN'' ( Prisoners* / 2 )) )
<div class="formula-box">
<b>Employed Peasants =</b> ''MIN'' ( Peasants , [[Economy#Available_Jobs|Available Jobs]] - (''ROUNDDOWN'' ( Prisoners* / 2 )) )
'''Note'''
'''Note'''
* Prisoners are included in the Employed Peasants calculation for Building Efficiency. Prisoners are not considered actual peasants, as they do not generate the same amount of gold as employed or unemployed peasants (they only generate 0.75 gold regardless of employment)
* Prisoners are included in the Employed Peasants calculation for Building Efficiency. Prisoners are not considered actual peasants, as they do not generate the same amount of gold as employed or unemployed peasants (they only generate 0.75 gold regardless of employment)
</div>


===Unemployed Peasants===
===Unemployed Peasants===
<b>Unemployed Peasants =</b> MIN(Peasants - [[Economy#Employed_Peasants|Employed Peasants]])
<div class="formula-box">
<b>Unemployed Peasants =</b> MIN(Peasants - [[Economy#Employed_Peasants|Employed Peasants]])
</div>


===Employment Rate===
===Employment Rate===
<b>Employment Rate =</b> ([[Economy#Employed_Peasants|Employed Peasants]] / Peasants) * 100
<div class="formula-box">
 
<b>Employment Rate =</b> ([[Economy#Employed_Peasants|Employed Peasants]] / Peasants) * 100
{{Guide navigation}}
</div>
 
[[Category:Formulas]]

Latest revision as of 10:54, 13 February 2026

Money

Gold Coin (1gc or $1) is Utopian Currency, the base of Utopian Economics.

Banks and population produce money, wizards could cast it from Tree of Gold.

Spend money on Exploration, Building, Training, Wages, Dragons or aid your teammates.

Raw Income

Raw Income = (3 * Employed Peasants) + (1 * Unemployed Peasants) + (0.75 * Prisoners) + Racial Gold Generation + (Banks * 25 * BE) + Miner's Mystique Gold Generation

Modified Total Income

Modified Income = Raw Income * Plague * Riots * Bank % Bonus * Income Sci * Honor Income Mod * Race Mod * Personality Mod * Dragon * Ritual

Military Expenses / Wages

Military Expenses = (((Def specs + Off specs ) * 0.5) + Elites * 0.75) * Wage Rate * Armouries Bonus * Race Mod * Personality Mod * max(Inspire Army , Hero's Inspiration) * Greed * Ritual * Dragon * Bookkeeping Science Effect

Note

  • Wages are not paid to basic soldiers
  • Greed affects provinces as a wage penalty, not an income penalty

Population

Total Population

Raw Living Space = ((Built Land + Land in progress) * 25) + (Barren Land * 15) + (Homes * Homes Capacity)

Mod Living Space = Raw Living Space * Race Bonus * Population Science * Honor Population Bonus

Note

  • Honor Bonuses are calculated as 1 + (Personality Mod * Honor Bonus)

Current Population

Current Population = Peasants + Soldiers + Off Specs + Off Specs in Training + Def Specs + Def Specs in Training + Elites + Elites in Training + Thieves + Thieves in Training + Wizards

Note

  • Prisoners do not add to the population

Peasants

Hourly Change

Peasants Hourly Change = (Current Peasants * ((Birth Rate + Love & Peace) * Race Bonus * Hospitals Bonus * EOWCF * Chastity - Storms)) + (Homes bonus * Chastity) - Drafted Soldiers - Wizards Trained

Modifier Type Active Otherwise
Love & Peace 0.85% 0
Storms 1.5% 0
Chastity 0.5 1

Note

  • Base birth rate is 2.05% and ranges from 1.9457% up to 2.1525% (± 5% of 2.05%)
  • Base birth rate is increased to ~3% during Protection
  • There must be enough population space for peasants to increase
  • When a province is overpopulated, the number of peasants will decrease by 10% per tick

Employment

Available Jobs

Available Jobs = (Completed Buildings - Homes) * 25

Unfilled Jobs

Unfilled Jobs = MAX ( Available Jobs - Peasants - ROUNDDOWN( Prisoners / 2 ) , 0 )

Employed Peasants

Employed Peasants = MIN ( Peasants , Available Jobs - (ROUNDDOWN ( Prisoners* / 2 )) ) Note

  • Prisoners are included in the Employed Peasants calculation for Building Efficiency. Prisoners are not considered actual peasants, as they do not generate the same amount of gold as employed or unemployed peasants (they only generate 0.75 gold regardless of employment)

Unemployed Peasants

Unemployed Peasants = MIN(Peasants - Employed Peasants)

Employment Rate

Employment Rate = (Employed Peasants / Peasants) * 100