Science Formulas

Science is a bonus system. Your scientists write books every tick, and you spend those books on sciences that make your province stronger: more gold, better attacks, stronger spells and more. This page explains how books are earned and spent, what each science gives, and the formulas behind the numbers.

In short

  • Books are your science points. Your scientists produce them every tick.
  • Each scientist works in one of three categories: Economy, Military or Arcane Arts.
  • You put books into any science in that category. They take effect instantly.
  • More books in one science gives a bigger bonus, but with diminishing returns (the bonus grows with the books raised to the power 1/2.125).
  • Scientists rank up with experience and write more books. Re-assigning one sends them back to Recruit.
  • Universities speed up new scientists and book production. Libraries raise science efficiency.

How science works

Scientists and books

Your province starts with a set number of scientists, assigned across the three categories: Economy, Military and Arcane Arts. Every tick they produce books in the category they are assigned to, and the number depends on their rank. Schools increase this effect. Scientists have no networth value. Inactive provinces do not produce books.

Every tick your province also builds progress towards a new scientist. Universities increase the rate of that progress.

Spending books

Books can be allocated to any science within the category they were produced in. Allocated books take effect instantly. See the table below for what each science does.

Ranks and experience

Scientists start as Recruits. Their experience is based on how many books they have produced in their category. As they rank up, each one writes more books per tick.

RankExperienceBooks per tick
Recruit0-143960
Novice1440-527980
Graduate5280-12479100
Professor12480+120

Numbers last updated 27 Sep 2026. Changed? Help keep it current.

Numbers last updated 26 Aug 2025.

Re-assigning scientists

You can re-assign a scientist to another category at any time, but they drop back to Recruit when you do. 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

What each science gives

There are three categories, each with six sciences. The multiplier is the science's strength in the Science Bonus formula below. For descriptions, check the Guide at https://utopia-game.com/guide/, then go to Science in the navigation menu.

CategoryScienceWhat it doesMultiplier
EconomyAlchemyIncome~0.0724
EconomyToolsBuilding Effectiveness~0.0524
EconomyHousingPopulation Limits~0.0262
EconomyProductionFood & Rune Production~0.2172
EconomyBookkeepingWage Reduction~0.068
EconomyArtisanConstruction Time Reduction, Construction & Raze Cost Reduction~0.0478
MilitaryStrategyDefensive Military Efficiency~0.0367
MilitarySiegeBattle Gains~0.0262
MilitaryTacticsOffensive Military Efficiency~0.0367
MilitaryValorReduced Military Train Time & Increased Dragon Slaying Strength~0.0582
MilitaryHeroismDraft Speed & Draft Costs Reduction~0.0418
MilitaryResilienceReduced Military Casualties~0.0489
Arcane ArtsCrimeThievery Effectiveness~0.1557
Arcane ArtsChannelingMagic Effectiveness~0.1875
Arcane ArtsShieldingReduced Damage from Enemy Thievery and Magic Instant Operations~0.0314
Arcane ArtsSorceryIncreased Magic Instant Damage~0.0314
Arcane ArtsCunningIncreased Thievery Operation Damage~0.0314
Arcane ArtsFinesseReduced Wizards and Thieves lost on Failed Spells and Operations~0.0965

Numbers last updated 27 Sep 2026. Changed? Help keep it current.

Numbers last updated 26 Aug 2025.

Science networth

Books count towards your networth. Books are worth [0.000006 * Current Land] points.

Formulas

Science Bonus

This gives the bonus a science provides. It grows with the number of books in that science, scaled by the science's multiplier and by your modifiers.

Science Bonus=( # of Books in Type )^(1/2.125)×Science Multiplier×Race Mod×Personality Mod×Amnesia Effect×Scientific Insights Mod×Libraries Mod

Scientist Spawn Rate

This gives how quickly your province builds progress towards a new scientist each tick.

Scientists Spawn Rate=2×Race Mod×Universities Effect×Revelation Mod

Obsolete and historical data

Historical information on science systems and formulas can be found here: Science: Obsolete and historical data

See also

On this page
  1. How science works
    1. Scientists and books
    2. Spending books
    3. Ranks and experience
    4. Re-assigning scientists
  2. What each science gives
  3. Science networth
  4. Formulas
    1. Science Bonus
    2. Scientist Spawn Rate
  5. Obsolete and historical data
  6. See also

Categories: Main Formulas

Contributors (19)

Written by the Utopia community on the original wiki: Bishop, Puppy101, Givenchy, Stupid, Vraid, Pestermenot, Ordray, Procariot, Crystopher, Persain, Spahrep, Leonidas, Andurilas, Utopia wolf, Avenger, Umajon911, Icebuckle, Sonja says, Adret.