Science: Difference between revisions
Sonja says (talk | contribs) |
|||
| (7 intermediate revisions by 2 users not shown) | |||
| Line 10: | Line 10: | ||
==Science Categories, Types and Effects== | ==Science Categories, Types and Effects== | ||
{| class="wikitable" | |||
!Science Category | |||
{| | !Type | ||
!Effect | |||
!Multiplier | |||
|- | |- | ||
| '''Economy''' || Alchemy ||Income || ~0.0724 | | '''Economy''' || Alchemy ||Income || ~0.0724 | ||
| Line 54: | Line 54: | ||
== Science Formula == | == Science Formula == | ||
<div class="formula-box"> | |||
<b>Science Bonus =</b> ( # of Books in Type )^(1/2.125) * Science Multiplier * [[Races and Personalities|Race]] Mod * [[Races and Personalities|Personality]] Mod * [[Mystics#Amnesia|Amnesia Effect]] * [[Mystics#Scientific Insights|Scientific Insights]] Mod * [[Growth#Libraries|Libraries]] Mod | |||
</div> | |||
==Scientists and Books== | ==Scientists and Books== | ||
| Line 72: | Line 73: | ||
=== Scientist Spawn Rate Formula === | === Scientist Spawn Rate Formula === | ||
<div class="formula-box"> | |||
<b>Scientists Spawn Rate =</b> 2 * [[Races and Personalities|Race]] Mod * [[Growth#Effects_of_Buildings|Universities Effect]] * [[Mystics#Revelation|Revelation]] Mod | |||
</div> | |||
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. <br> | |||
Every tick each province builds progress towards a new random scientist. Universities increase the rate of this progress. | |||
{| class="wikitable" | |||
!Modifier Type | |||
!Multiplier | |||
|- | |||
| Race: [[Races and Personalities|Human]] || 1.25 | |||
|- | |||
| Spell: [[Mystics#Revelation|Revelation]] || 1.3 | |||
|} | |||
=== Scientist Ranks and Production === | === Scientist Ranks and Production === | ||
{| | |||
{| class="wikitable" | |||
!Rank | |||
!Experience | |||
!Book Production | |||
|- | |- | ||
| '''Recruit''' || 0-1439 || 60 | | '''Recruit''' || 0-1439 || 60 | ||
| Line 92: | Line 115: | ||
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 | 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 | === Science Bonus === | ||
<div class="formula-box"> | |||
<b>Science Bonus =</b> [ ''MIN''( Science Multiplier * Skill points , Cap ) + ''MAX''( 0, Science Multiplier * Skill points - Cap ) * Diminishing Return Factor ] * [[Races and Personalities|Race]] Mod * [[Races and Personalities|Personality]] Mod * [[Mystics#Scientific_Insights|Scientific Insights]] Mod | |||
</div> | |||
{| | {| class="wikitable" | ||
!Modifier Type | |||
!Multiplier | |||
!Science Category | |||
|- | |- | ||
| Personality: [[ | | Personality: [[Races and Personalities|Heretic]] || 1.3 || Crime | ||
|- | |- | ||
| Personality: [[ | | Personality: [[Races and Personalities|Heretic]] || 1.3 || Channeling | ||
|- | |- | ||
| Personality: [[ | | Personality: [[Races and Personalities|Rogue]] || 1.5 || Crime | ||
|- | |- | ||
| Personality: [[ | | Personality: [[Races and Personalities|Mystic]] || 1.75 || Channeling | ||
|- | |- | ||
| Personality: [[ | | Personality: [[Races and Personalities|Sage]] || 1.3 || All | ||
|- | |- | ||
| Spell: [[Mystics#Scientific_Insights|Scientific Insights]] || 1.1 || All | | Spell: [[Mystics#Scientific_Insights|Scientific Insights]] || 1.1 || All | ||
|} | |} | ||
=== Scientist Networth === | |||
<div class="formula-box"> | |||
<b>Networth Per Scientist =</b> ~1.7gc * tick of experience | |||
</div> | |||
* Professors experience caps at 72 hours | |||
* A maxed-out professor will provide ~413gc Networth | |||
* | |||
* | |||
=== Book Networth === | |||
<div class="formula-box"> | |||
NW = Books * 0.000006 * Current Land | |||
</div> | |||
<!-- | |||
=== Age 69 - Age 76 === | === Age 69 - Age 76 === | ||
| Line 241: | Line 209: | ||
| '''Channeling''' || Magic Effectiveness || 2 || 125% || 32 | | '''Channeling''' || Magic Effectiveness || 2 || 125% || 32 | ||
|} | |} | ||
<!--* | |||
=== Age ?? to Age 68 === | === Age ?? to Age 68 === | ||
| Line 250: | Line 220: | ||
<b>Books per Acre =</b> Books / MAX(Acres,300) | <b>Books per Acre =</b> Books / MAX(Acres,300) | ||
<b>Science Bonus =</b> [[Race]] Mod * [[Personality]] Mod * Science Multiplier * ''SQRT''( Books per Acre ) * [[ | <b>Science Bonus =</b> [[Races and Personalities|Race]] Mod * [[Races and Personalities|Personality]] Mod * Science Multiplier * ''SQRT''( Books per Acre ) * [[Growth|Library Effect]] | ||
{| cellpadding="4" | {| cellpadding="4" | ||
| Line 272: | Line 242: | ||
'''Science Costs''' | '''Science Costs''' | ||
<b>Science Cost =</b> Raw Cost (''Table Below'') * [[Race]] Mod * [[ | <b>Science Cost =</b> Raw Cost (''Table Below'') * [[Races and Personalities|Race]] Mod * [[Growth|Schools Effect]] | ||
{| cellpadding="4" | {| cellpadding="4" | ||
Latest revision as of 11:53, 13 February 2026
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
| 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
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. Universities increase the rate of this progress.
| Modifier Type | Multiplier |
|---|---|
| Race: Human | 1.25 |
| Spell: Revelation | 1.3 |
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 Bonus
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
| 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 |
Scientist Networth
Networth Per Scientist = ~1.7gc * tick of experience
- Professors experience caps at 72 hours
- A maxed-out professor will provide ~413gc Networth
Book Networth
NW = Books * 0.000006 * Current Land