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==Science Categories, Types and Effects==
==Science Categories, Types and Effects==


Check out the Guide for descriptions: https://utopia-game.com/guide/, then go to Science in the navigation menu.
{| class="wikitable"
 
!Science Category
{| cellpadding="4"  
!Type
|-bgcolor="#dedeff"
!Effect
| '''Science Category''' || '''Type''' || '''Effect''' || ''' Multiplier'''
!Multiplier
|-
|-
| '''Economy''' || Alchemy ||Income || ~0.0724
| '''Economy''' || Alchemy ||Income || ~0.0724
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== 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
<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==
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=== Scientist Spawn Rate Formula ===
=== Scientist Spawn Rate Formula ===
<b>Scientists Spawn Rate =</b> 2 * [[Races and Personalities|Race]] Mod * [[Growth#Effects_of_Buildings|Universities Effect]] * [[Mystics#Revelation|Revelation]] Mod
<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 ===
{| cellpadding="4"  
 
|-bgcolor="#dedeff"
{| class="wikitable"
|'''Rank''' || '''Experience''' || '''Book Production'''
!Rank
!Experience
!Book Production
|-
|-
| '''Recruit''' || 0-1439 || 60
| '''Recruit''' || 0-1439 || 60
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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 Networth ==
=== Science Bonus ===
 
Books are worth [0.000006 * Current Land] points.


== Obsolete and historical data - saved for reference ==
<div class="formula-box">
=== Age 77 ===
<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>


<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
{| class="wikitable"
 
!Modifier Type
<b>Skill points =</b> Number of Novices + 1.5 * Number of Graduates + 2 * Number of Professors
!Multiplier
 
!Science Category
{| cellpadding="3"  
|-bgcolor="#C0C0C0"
| '''Modifier Type''' || ''' Multiplier''' || '''Science Category'''
|-
|-
| Personality: [[Races and Personalities|Heretic]] || 1.3 || Crime  
| Personality: [[Races and Personalities|Heretic]] || 1.3 || Crime  
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|}
|}


=== Scientist Networth ===


'''*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.'''
<div class="formula-box">
<b>Networth Per Scientist =</b> ~1.7gc * tick of experience
</div>


{| cellpadding="4"
* Professors experience caps at 72 hours
|-bgcolor="#dedeff"
* A maxed-out professor will provide ~413gc Networth
| '''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 [[Mystics#Amnesia|Amnesia]].
=== Book Networth ===
*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.


<!-- [''MIN''(Science Multiplier * Skill points , Science Cap) * [[Races and Personalities|Race]] Mod * [[Races and Personalities|Personality]] Mod * [[Mystics#Scientific_Insights|Scientific Insights]] Mod] + [''MAX''(0, Science Multiplier * Skill points - Soft Cap) * [[Races and Personalities|Race]] Mod * [[Races and Personalities|Personality]] Mod * [[Mystics#Scientific_Insights|Scientific Insights]] Mod * Diminishing Return Factor]
<div class="formula-box">
NW = Books * 0.000006 * Current Land
</div>


<b>Personality Mod: [[Races and Personalities|Heretic]] =</b> 1.3 to Crime and Channeling Science
<b>Personality Mod: [[Races and Personalities|Mystic]] =</b> 1.75 to Channeling Science
<b>Personality Mod: [[Races and Personalities|Rogue]] =</b> 1.5 to Crime Science
<b>Personality Mod: [[Races and Personalities|Sage]] =</b> 1.3 to All Science
<b>Spell Mod: [[Mystics#Scientific_Insights|Scientific Insights]] =</b> 1.1 to All Science
-->
'''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. <br>
Every tick each province builds progress towards a new random scientist. Laboratories increase the rate of this progress.
<b>Scientists Spawn Rate =</b> 9.5 * [[Races and Personalities|Race]] Mod * [[Growth|Laboratories Effect]] * [[Mystics#Revelation|Revelation]] Mod
{| cellpadding="3"
|-bgcolor="#C0C0C0"
| '''Modifier Type''' || ''' Multiplier'''
|-
| Race: [[Races and Personalities|Human]] || 1.25
|-
| Spell: [[Mystics#Revelation|Revelation]] || 1.3
|}
<!--
<b>Race Mod: [[Races and Personalities|Human]] =</b> 1.25 to Scientist Spawn Rate
<b>Spell Mod: [[Mystics#Revelation|Revelation]] =</b> 1.3 to Scientist Spawn Rate
-->
'''Scientist Networth'''
<b>Networth Per Scientist =</b> ~1.7gc * tick of experience
* Professors experience caps at 72 hours
* A maxed-out professor will provide ~413gc Networth


<!--
=== Age 69 - Age 76 ===
=== Age 69 - Age 76 ===


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| '''Channeling''' || Magic Effectiveness || 2 || 125% || 32
| '''Channeling''' || Magic Effectiveness || 2 || 125% || 32
|}
|}
<!--*


=== Age ?? to Age 68 ===
=== Age ?? to Age 68 ===

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