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Science: Obsolete and historical data

Age 77

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
Skill points = Number of Novices + 1.5 * Number of Graduates + 2 * Number of Professors
     
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

*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.

         
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

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.

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. Laboratories increase the rate of this progress.

Scientists Spawn Rate = 9.5 * Race Mod * Laboratories Effect * Revelation Mod
   
Modifier Type Multiplier
Race: Human 1.25
Spell: Revelation 1.3

Scientist Networth

Networth Per Scientist = ~1.7gc * tick of experience

Age 69 - Age 76

Abduct Attacks

Changelog

Old scientist multipliers and caps, during Age 76:

       
Science Category Effect Multiplier Soft Cap
Alchemy Income 0.428 30%
Tools Building Effectiveness 0.287 20%
Housing Population Limits 0.215 15%
Production Food & Rune Production 1.714 120%
Military Military Efficiency 0.215 15%
Crime Thievery Effectiveness 1.428 100%
Channeling Magic Effectiveness 1.785 125%

Old scientist multipliers and caps, Age 71 - Age 75:

         
Science Category Effect Multiplier Cap Scientist Cap
Alchemy Income 0.5 30% 30
Tools Building Effectiveness 0.33 20% 31
Housing Population Limits 0.2 15% 38
Production Food & Rune Production 2 120% 30
Military Military Efficiency 0.2 15% 38
Crime Thievery Effectiveness 1.65 100% 31
Channeling Magic Effectiveness 2 125% 32

Age ?? to Age 68

NOTE: These formulas apply to the old books system of science. In Age 69, books were replaced by scientists. From Ages ?? to 68 Science formulas worked as follows:

Science Effects

Books per Acre = Books / MAX(Acres,300)
Science Bonus = Race Mod * Personality Mod * Science Multiplier * SQRT( Books per Acre ) * Library Effect
   
Science Category Multiplier
Alchemy 1.4
Tools 1
Housing 0.65
Food 8
Military 0.52
Thievery 6
Channeling 6

Science Costs

Science Cost = Raw Cost (Table Below) * Race Mod * Schools Effect
         
Science Rate BPA GC / Book GC / Acre  
No Research 0 0 0  
Minimal 0.3 6 1.8  
Limited 0.4 7 2.8  
Sustained 0.5 9 4.5  
Active 0.7 13 9.1  
Focused 0.9 17 15.3  
Accelerated 1.2 22 26.4  
Intensive 1.5 27 40.5  
Rushed 2.0 36 72.0  
Extreme 3.0 50 150.0  
Obsolete and historical data  
  Science  • Stances