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
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 |
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 |