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
| 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
- Gains science will be removed and replaced with a base military efficiency science bonus which will scale similarly to Population science.
- Military Science: More points now required for the same effect
- Extreme, Rushed, Intensive and Accelerated cost reduced
- 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.
- 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.
- 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.
- Scientists are generated on a flat ratio (7.5) similar to wizards instead of via RNG.
- 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.
- The number of scientists required for soft cap will be the same number for all categories: 35.
- 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