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.
Check out the Guide for descriptions: https://utopia-game.com/guide/, then go to Science in the navigation menu.
| 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 Bonus = ( # of Books in Type )^(1/2.125) * Science Multiplier * Race Mod * Personality Mod * Amnesia Effect * Scientific Insights Mod * Libraries Mod
Scientists Spawn Rate = 2 * Race Mod * Universities Effect * Revelation Mod
| Rank | Experience | Book Production |
| Recruit | 0-1439 | 60 |
| Novice | 1440-5279 | 80 |
| Graduate | 5280-12479 | 100 |
| Professor | 12480+ | 120 |
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
Some Races and Personalities gain or lose Science Efficiency, as follows:
| Race/Pers | Category | Efficiency |
| Human | All | 1.1 |
| Artisan | Artisan | 1.25 |
| Cleric | Resilience | 1.25 |
| Heretic | Sorcery | 1.25 |
| Merchant | Income | 1.25 |
| Mystic | Channeling | 1.25 |
| Rogue | Crime | 1.25 |
| Shepherd | Shielding | 1.25 |
| Tactician | Siege | 1.25 |
| War Hero | Strategy | 1.25 |
| Warrior | Tactics | 1.25 |
Books are worth [0.000006 * Current Land] points.
Historical information on science systems and formulas can be found here: Science: Obsolete and historical data
| « Previous: Growth | Next: Military » |
| The Utopia Guide | |
|---|---|
| Introduction | Getting Started with Utopia • Creating a province • Race & Personality |
| The Menus | Throne • Kingdom • News Explore • Growth • Science • Military Mystics • Thievery • War Room • Aid • Dragon • Ritual • Stances Mail & Forums Politics • Relations • Rankings • Preferences |
| Advanced | MunkBot • Invitations • Reservations • Utopia • Province • World of Legends • Formulas |
| Rules | Game Rules |