Jump to content

Science: Difference between revisions

From Utopia Game
No edit summary
Change Log: added age 85
 
(28 intermediate revisions by 2 users not shown)
Line 9: Line 9:


==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"
{| class="wikitable"
Line 28: Line 26:
|  || Bookkeeping || Wage Reduction || ~0.068
|  || Bookkeeping || Wage Reduction || ~0.068
|-
|-
|  || Artisan || Construction Time Reduction, Construction & Raze Cost Reduction || ~0.0478
|  || Artisan || Construction Time Reduction, Construction & Raze Cost Reduction || ~0.04302
|-
|-
| '''Military''' || Strategy || Defensive Military Efficiency || ~0.0367
| '''Military''' || Strategy || Defensive Military Efficiency || ~0.0367
Line 40: Line 38:
|  || Heroism || Draft Speed & Draft Costs Reduction || ~0.0418
|  || Heroism || Draft Speed & Draft Costs Reduction || ~0.0418
|-
|-
|  || Resilience || Reduced Military Casualties || ~0.0489
|  || Resilience || Reduced Military Casualties || ~0.04401
|-
|-
| '''Arcane Arts''' || Crime || Thievery Effectiveness || ~0.1557
| '''Arcane Arts''' || Crime || Thievery Effectiveness || ~0.1557
Line 52: Line 50:
|  || Cunning || Increased Thievery Operation Damage || ~0.0314
|  || Cunning || Increased Thievery Operation Damage || ~0.0314
|-
|-
|  || Finesse || Reduced Wizards and Thieves lost on Failed Spells and Operations || ~0.0965
|  || Finesse || Reduced Wizards and Thieves lost on Failed Spells and Operations || ~0.08685
|}
|}


Line 78: Line 76:
<b>Scientists Spawn Rate =</b> 2 * [[Races and Personalities|Race]] Mod * [[Growth#Effects_of_Buildings|Universities Effect]] * [[Mystics#Revelation|Revelation]] Mod
<b>Scientists Spawn Rate =</b> 2 * [[Races and Personalities|Race]] Mod * [[Growth#Effects_of_Buildings|Universities Effect]] * [[Mystics#Revelation|Revelation]] Mod
</div>
</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 ===
Line 97: Line 113:
=== Re-assigning Scientists ===
=== 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
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.
<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
== Obsolete and historical data - saved for reference ==
!Science Category
=== 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
 
<b>Skill points =</b> Number of Novices + 1.5 * Number of Graduates + 2 * Number of Professors
 
{| 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  
Line 130: Line 139:
|}
|}


=== 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
<b>Personality Mod: [[Races and Personalities|Heretic]] =</b> 1.3 to Crime and Channeling Science
</div>
<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>
==Change Log==
Every tick each province builds progress towards a new random scientist. Laboratories increase the rate of this progress.
*[[Age 41]]
**Research rates
**Name - production per hour - cost per book - total cost per acre
***Minimal ..... 0.3 bpa .. 6 gc ... 1.8 gc
***Limited ..... 0.4 bpa .. 7 gc ... 2.8 gc
***Sustained ... 0.5 bpa .. 9 gc ... 4.5 gc
***Active ...... 0.7 bpa . 13 gc ... 9.1 gc
***Focused ..... 0.9 bpa . 17 gc .. 15.3 gc
***Accelerated . 1.2 bpa . 22 gc .. 26.4 gc
***Intensive ... 1.5 bpa . 27 gc .. 40.5 gc
***Rushed ...... 2.0 bpa . 36 gc .. 72.0 gc
***Extreme ..... 3.0 bpa . 50 gc . 150.0 gc
**Science modifiers
***Food x8
***Military x1.4
***Channeling x6
[[Age 62]]
*Gains science will be removed and replaced with a base military efficiency science bonus which will scale similarly to Population science.
[[Age 63]]
*Military Science: More points now required for the same effect
[[Age 64]]
*Extreme, Rushed, Intensive and Accelerated cost reduced
[[Age 69]]
* The new science system is introduced.
**Books of science and learning have been removed. You can no longer invest in science to create books, nor allocate them to different sciences. As a consequence, books no longer contribute to net worth, and book are no longer given as part of end of war bonuses.
**Instead of books, each province starts out with about 18 scientists, each of whom are are assigned to a random category of science, but which you can reassign at will. Every province has a chance of having a new scientists emerge on each game day, such that an average province will have about 80 - 120 by the end of the age, depending on mods. You will get a message in your province news whenever a new scientist emerges. Scientists do not take up population space.
**Each scientist makes an impact on the the science they are assigned to, such as + population or + food. The impact that each scientist makes mainly depends on their level: novice make a small impact, graduates make a larger impact and professors make double the impact of novices. The total impact of scientists is capped, depending on the science category. You would need about 120 professors to cap out every kind of science.
**Scientists skill up the longer you leave them assigned to the same science category, and drop back down to novice whenever you reassign them. It takes 72 game days (3 real days) to level up to graduate, and 168 game days (one real week) to reach professor. The number of game days required for each scientist to reach the next level is displayed on the science page.
**Scientists also make a contribution to net worth based on their skill level. Every game day of experience that your scientists have is valued at 2.6gc, meaning that 100 professors would contribute about 44K gc.
**Learns attacks are now replaced with Abduct attacks, which capture a number of random Scientists from your opponent. These scientists are captured intact with their experience, allocated science and name.
**The Amnesia spell has also been updated to make your opponent’s scientists lose a number of game days worth of experience. For some this will delay them reaching the next level, while it will effectively demote some others to the previous level.
**Fountain of Knowledge previously increased book production for a while. This spell is now gone, and is replaced by the Revelate spell. The revelate spell increases the probability of a new scientist emerging on each affected game day by 30% while it is cast.
**The Spy on Science op has been updated, and will steal a report on the total number of scientists assigned to each science type, along with their total effect (but you cannot steal specifics like how many professors there are).
**Libraries, used to create a bonus towards every science effect, including the science of tools, which in turn created a bonus on each land type except libraries, since that would mean that libraries and tools would have a circular effect on each other. **Libraries are now gone, along with the circular effect of libraries on other types of buildings. Knowledge of tools, which helps building efficiency, is governed solely by how many scientists you have allocated to it.
**A new building type, Laboratories, now helps generate more Scientists, increasing the probability that a new scientist will emerge on any given game day.
**Schools used to provide a home for books, having a dual effect of reducing the cost of producing books and protecting books from learn attacks. Schools are now gone. In their place are Universities, which provide refuge for Scientists from Abduction attacks.
**In short, laboratories help create scientists, while universities keep them safe from abduction and amnesia.
**The Sage personality previously had special advantages with books. Sages are still somewhat protected from learn attacks and enjoy sole access to the amnesia spell, but instead of their land spontaneously generating books, their scientists are 30% smarter. Instead of their books being protected from Learn attacks, their scientists have 50% reduced losses on Adbuct attacks. Also, instead of starting with more books, they start with 10% extra scientists.
**The Fortified stance previously had the effect of capping the research rate on books. This has now been changed. While in fortified, all scientific progress stops, as you have cut yourself off from the world. During fortified no new scientists will emerge, and your existing scientists will not progress in skill level.
[[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.
**Higher initial scientists
**Abduct rate boosted
**Spawn rate boosted
**Spawn rate increases each tick you do not get a scientist
**Laboratories boosted
**Revelate will double spawn rate
**Additional scientist rank Recruit- no effects, takes 6 hours to move up to Novice
**Professors will not accumulate experience past 72 hours
**Caps on some science categories modified along with impact of professors etc.
**Alchemy: 30%
**Tools: 20%
**Population: 15%
**Food: 200%
**Military: 15%
**Channeling: 125%
**Crime: 100%
**Magic sci will buff wizard production and wpa. Yes, this means it will not buff rune production.
[[Age 71]]
*Scientist Recruit rank reduced from 6 hours to 3 hours
*Scientist Spawn rate lowered slightly
*Food Science will now be Production Science, and it will increase both Food and Rune production
*Production Science maximum will be 120%, down from 200%
*Magic Science will no longer increase Wizard Production
*Approximately +50% Scientists will be required to reach maximum effects (We want there to be a strategic choice as to what science effects you have by reducing the spawn rate & increasing required scientists to reach max)
[[Age 72]]
*Scientists are generated on a flat ratio (7.5) similar to wizards instead of via RNG.
[[Age 73]]
*Science Caps - Science will no longer have a hard maximum for all categories. The purpose of this is to allow players more freedom to make your province unique and provide further bonuses to the areas you choose. Science will scale in a linear fashion similar to Age 72 up to the previously stated maximums as normal. Once this point is reached additional scientists will yield diminishing returns.
[[Age 74]]
*You can now choose which category your next scientist will spawn into (random is also an option)
*Scientist Experience will now show on your Science page and in the Spy on Sciences. This will allow for calculation of scientist networth to ultimately provide a method for determining wizard population. We feel that Wizards should have some mystery and require a bit of knowledge and pursuit to discover rather than have accurate information handed out in a single successful operation.
[[Age 75]]
*Scientist Max Networth will be adjusted
[[Age 76]]
*The number of scientists required for soft cap will be the same number for all categories: 35.
*Scientists required for soft cap will be the same number for all categories at 35
[[Age 77]]
*Scientists required for soft cap will be the same number for all categories reduced from 35 to 30
*Scientist spawn rate will be increased by roughly 30%
*Scientist Networth will be reduced by roughly 35%
[[Age 78]]
*Science System
**Definition 'Category': A group of science types
**Definition 'Type': A specific kind of science that provides a bonus, i.e. Population Science
**Science effects will NOT be based on land size
**Science Types will be split into 3 major Categories (Economy, Warfare, Arcane Arts)
**Scientists will generate naturally, similar to the way they generate now, except much slower (Laboratories will increase scientist generation rate)
**Scientists will create books per tick
**Scientists get assigned to a Category (random or chosen)
**Scientists can progress in experience level which will increase book per tick generation
**Scientist experience will be based on how many books they have produced, not the amount of time they have been in a category
**Scientists can be re-assigned to a different category, but lose their experience (book / tick production will revert back to the starting level) similar to current system (there will be no Recruit period where they don't generate any books, they will generate books upon the first tick in whichever category they are in)
**Schools will increase book per tick generation, but will only increase production in a single Category, there will be a drop down menu to choose in which Category you want increased generation
**Books can be allocated to any science Type within the Category they have been produced
**Science effects will be diminishing returns starting from 0
**SoS will show unallocated books and total science effects / books / scientists (and level)
**Scientists will not have a networth value
**Books will have a networth value TBD (allocated and unallocated will be the same value)
**Allocated books will go into effect instantly, instead of learned over time, we refer to this as the hoyaah principle
*Science types are split into three categories:
**Economy: 

***Housing: Population bonus
***Tools: Building Efficiency bonus

***Production: Rune & Food production bonus

***Alchemy: Income bonus
***Bookkeeping: Wage reduction


***Artisan: Construction time reduction
**Warfare:
***Siege: Attack gains bonus
***Tactics: Offensive Military Efficiency
***Valor: Military train time reduction & Dragon slaying bonus
***Heroism: Draft speed increase & draft cost reduction
***Strategy: Defensive Military Efficiency
**Arcane Arts:
***Crime: Thievery Effectiveness bonus (TPA)
***Sorcery: Wizard Effectiveness bonus (WPA)
***Shielding: Reduction of Enemy Thievery and Magic instant operation damage
***Invocation: Ritual cost reduction
***Cunning: Increase Damage of your Thievery and Magic instant operations
[[Age 79]]
*Scientists will generate faster
*Science effects will be adjusted
*Book generation rate will be reduced
*Artisan will include a reduced construction cost
*Inactive provinces will not produce books
[[Age 80]]
*Science effects will be adjusted (more detailed information will be provided in graphs)
*Book generation rate will be reduced
*Military Train Time science affects the train time reduction in an odd way and will be adjusted to be more intuitive
[[Age 84]]
*Artisan Science will now also reduce Raze cost
[[Age 85]]
*Recruit Scientists will produce 100 books per tick
*Novice Scientists will produce 120 books per tick
*Graduate Scientists will produce 140 books per tick
*Professor Scientists will produce 160 books per tick


<b>Scientists Spawn Rate =</b> 9.5 * [[Races and Personalities|Race]] Mod * [[Growth|Laboratories Effect]] * [[Mystics#Revelation|Revelation]] Mod
[[Age 115]]
 
*Resilience Multiplier decreased to 0.04401 from 0.0489
{| cellpadding="3"
*Artisan Multiplier decreased to 0.04302 from 0.0478
|-bgcolor="#C0C0C0"
*Finesse Multiplier decreased to 0.08685 from 0.0965
| '''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 ===


Line 205: Line 304:
*Through combat, you can abduct scientists from another province. Universities protect a province from abduction. '''Note: Abduct attack has been removed in Age 77.'''
*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:'''
'''Old scientist multipliers and caps, during Age 76:'''
Line 312: Line 403:
| '''Extreme''' || 3.0 || 50 || 150.0
| '''Extreme''' || 3.0 || 50 || 150.0
|}
|}
-->
-->
-->

Latest revision as of 02:39, 12 July 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 ~0.04302
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 ~0.04401
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 ~0.08685

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.

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

Change Log

  • Age 41
    • Research rates
    • Name - production per hour - cost per book - total cost per acre
      • Minimal ..... 0.3 bpa .. 6 gc ... 1.8 gc
      • Limited ..... 0.4 bpa .. 7 gc ... 2.8 gc
      • Sustained ... 0.5 bpa .. 9 gc ... 4.5 gc
      • Active ...... 0.7 bpa . 13 gc ... 9.1 gc
      • Focused ..... 0.9 bpa . 17 gc .. 15.3 gc
      • Accelerated . 1.2 bpa . 22 gc .. 26.4 gc
      • Intensive ... 1.5 bpa . 27 gc .. 40.5 gc
      • Rushed ...... 2.0 bpa . 36 gc .. 72.0 gc
      • Extreme ..... 3.0 bpa . 50 gc . 150.0 gc
    • Science modifiers
      • Food x8
      • Military x1.4
      • Channeling x6

Age 62

  • Gains science will be removed and replaced with a base military efficiency science bonus which will scale similarly to Population science.

Age 63

  • Military Science: More points now required for the same effect

Age 64

  • Extreme, Rushed, Intensive and Accelerated cost reduced

Age 69

  • The new science system is introduced.
    • Books of science and learning have been removed. You can no longer invest in science to create books, nor allocate them to different sciences. As a consequence, books no longer contribute to net worth, and book are no longer given as part of end of war bonuses.
    • Instead of books, each province starts out with about 18 scientists, each of whom are are assigned to a random category of science, but which you can reassign at will. Every province has a chance of having a new scientists emerge on each game day, such that an average province will have about 80 - 120 by the end of the age, depending on mods. You will get a message in your province news whenever a new scientist emerges. Scientists do not take up population space.
    • Each scientist makes an impact on the the science they are assigned to, such as + population or + food. The impact that each scientist makes mainly depends on their level: novice make a small impact, graduates make a larger impact and professors make double the impact of novices. The total impact of scientists is capped, depending on the science category. You would need about 120 professors to cap out every kind of science.
    • Scientists skill up the longer you leave them assigned to the same science category, and drop back down to novice whenever you reassign them. It takes 72 game days (3 real days) to level up to graduate, and 168 game days (one real week) to reach professor. The number of game days required for each scientist to reach the next level is displayed on the science page.
    • Scientists also make a contribution to net worth based on their skill level. Every game day of experience that your scientists have is valued at 2.6gc, meaning that 100 professors would contribute about 44K gc.
    • Learns attacks are now replaced with Abduct attacks, which capture a number of random Scientists from your opponent. These scientists are captured intact with their experience, allocated science and name.
    • The Amnesia spell has also been updated to make your opponent’s scientists lose a number of game days worth of experience. For some this will delay them reaching the next level, while it will effectively demote some others to the previous level.
    • Fountain of Knowledge previously increased book production for a while. This spell is now gone, and is replaced by the Revelate spell. The revelate spell increases the probability of a new scientist emerging on each affected game day by 30% while it is cast.
    • The Spy on Science op has been updated, and will steal a report on the total number of scientists assigned to each science type, along with their total effect (but you cannot steal specifics like how many professors there are).
    • Libraries, used to create a bonus towards every science effect, including the science of tools, which in turn created a bonus on each land type except libraries, since that would mean that libraries and tools would have a circular effect on each other. **Libraries are now gone, along with the circular effect of libraries on other types of buildings. Knowledge of tools, which helps building efficiency, is governed solely by how many scientists you have allocated to it.
    • A new building type, Laboratories, now helps generate more Scientists, increasing the probability that a new scientist will emerge on any given game day.
    • Schools used to provide a home for books, having a dual effect of reducing the cost of producing books and protecting books from learn attacks. Schools are now gone. In their place are Universities, which provide refuge for Scientists from Abduction attacks.
    • In short, laboratories help create scientists, while universities keep them safe from abduction and amnesia.
    • The Sage personality previously had special advantages with books. Sages are still somewhat protected from learn attacks and enjoy sole access to the amnesia spell, but instead of their land spontaneously generating books, their scientists are 30% smarter. Instead of their books being protected from Learn attacks, their scientists have 50% reduced losses on Adbuct attacks. Also, instead of starting with more books, they start with 10% extra scientists.
    • The Fortified stance previously had the effect of capping the research rate on books. This has now been changed. While in fortified, all scientific progress stops, as you have cut yourself off from the world. During fortified no new scientists will emerge, and your existing scientists will not progress in skill level.

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.
    • Higher initial scientists
    • Abduct rate boosted
    • Spawn rate boosted
    • Spawn rate increases each tick you do not get a scientist
    • Laboratories boosted
    • Revelate will double spawn rate
    • Additional scientist rank Recruit- no effects, takes 6 hours to move up to Novice
    • Professors will not accumulate experience past 72 hours
    • Caps on some science categories modified along with impact of professors etc.
    • Alchemy: 30%
    • Tools: 20%
    • Population: 15%
    • Food: 200%
    • Military: 15%
    • Channeling: 125%
    • Crime: 100%
    • Magic sci will buff wizard production and wpa. Yes, this means it will not buff rune production.

Age 71

  • Scientist Recruit rank reduced from 6 hours to 3 hours
  • Scientist Spawn rate lowered slightly
  • Food Science will now be Production Science, and it will increase both Food and Rune production
  • Production Science maximum will be 120%, down from 200%
  • Magic Science will no longer increase Wizard Production
  • Approximately +50% Scientists will be required to reach maximum effects (We want there to be a strategic choice as to what science effects you have by reducing the spawn rate & increasing required scientists to reach max)

Age 72

  • Scientists are generated on a flat ratio (7.5) similar to wizards instead of via RNG.

Age 73

  • Science Caps - Science will no longer have a hard maximum for all categories. The purpose of this is to allow players more freedom to make your province unique and provide further bonuses to the areas you choose. Science will scale in a linear fashion similar to Age 72 up to the previously stated maximums as normal. Once this point is reached additional scientists will yield diminishing returns.

Age 74

  • You can now choose which category your next scientist will spawn into (random is also an option)
  • Scientist Experience will now show on your Science page and in the Spy on Sciences. This will allow for calculation of scientist networth to ultimately provide a method for determining wizard population. We feel that Wizards should have some mystery and require a bit of knowledge and pursuit to discover rather than have accurate information handed out in a single successful operation.

Age 75

  • Scientist Max Networth will be adjusted

Age 76

  • The number of scientists required for soft cap will be the same number for all categories: 35.
  • Scientists required for soft cap will be the same number for all categories at 35

Age 77

  • Scientists required for soft cap will be the same number for all categories reduced from 35 to 30
  • Scientist spawn rate will be increased by roughly 30%
  • Scientist Networth will be reduced by roughly 35%

Age 78

  • Science System
    • Definition 'Category': A group of science types
    • Definition 'Type': A specific kind of science that provides a bonus, i.e. Population Science
    • Science effects will NOT be based on land size
    • Science Types will be split into 3 major Categories (Economy, Warfare, Arcane Arts)
    • Scientists will generate naturally, similar to the way they generate now, except much slower (Laboratories will increase scientist generation rate)
    • Scientists will create books per tick
    • Scientists get assigned to a Category (random or chosen)
    • Scientists can progress in experience level which will increase book per tick generation
    • Scientist experience will be based on how many books they have produced, not the amount of time they have been in a category
    • Scientists can be re-assigned to a different category, but lose their experience (book / tick production will revert back to the starting level) similar to current system (there will be no Recruit period where they don't generate any books, they will generate books upon the first tick in whichever category they are in)
    • Schools will increase book per tick generation, but will only increase production in a single Category, there will be a drop down menu to choose in which Category you want increased generation
    • Books can be allocated to any science Type within the Category they have been produced
    • Science effects will be diminishing returns starting from 0
    • SoS will show unallocated books and total science effects / books / scientists (and level)
    • Scientists will not have a networth value
    • Books will have a networth value TBD (allocated and unallocated will be the same value)
    • Allocated books will go into effect instantly, instead of learned over time, we refer to this as the hoyaah principle
  • Science types are split into three categories:
    • Economy: 

      • Housing: Population bonus
      • Tools: Building Efficiency bonus

      • Production: Rune & Food production bonus

      • Alchemy: Income bonus
      • Bookkeeping: Wage reduction


      • Artisan: Construction time reduction
    • Warfare:
      • Siege: Attack gains bonus
      • Tactics: Offensive Military Efficiency
      • Valor: Military train time reduction & Dragon slaying bonus
      • Heroism: Draft speed increase & draft cost reduction
      • Strategy: Defensive Military Efficiency
    • Arcane Arts:
      • Crime: Thievery Effectiveness bonus (TPA)
      • Sorcery: Wizard Effectiveness bonus (WPA)
      • Shielding: Reduction of Enemy Thievery and Magic instant operation damage
      • Invocation: Ritual cost reduction
      • Cunning: Increase Damage of your Thievery and Magic instant operations

Age 79

  • Scientists will generate faster
  • Science effects will be adjusted
  • Book generation rate will be reduced
  • Artisan will include a reduced construction cost
  • Inactive provinces will not produce books

Age 80

  • Science effects will be adjusted (more detailed information will be provided in graphs)
  • Book generation rate will be reduced
  • Military Train Time science affects the train time reduction in an odd way and will be adjusted to be more intuitive

Age 84

  • Artisan Science will now also reduce Raze cost

Age 85

  • Recruit Scientists will produce 100 books per tick
  • Novice Scientists will produce 120 books per tick
  • Graduate Scientists will produce 140 books per tick
  • Professor Scientists will produce 160 books per tick

Age 115

  • Resilience Multiplier decreased to 0.04401 from 0.0489
  • Artisan Multiplier decreased to 0.04302 from 0.0478
  • Finesse Multiplier decreased to 0.08685 from 0.0965