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 MultiplierScience Category
Personality: Heretic1.3Crime
Personality: Heretic1.3Channeling
Personality: Rogue1.5Crime
Personality: Mystic1.75Channeling
Personality: Sage1.3All
Spell: Scientific Insights1.1All

Numbers last updated 7 Oct 2018. Changed? Help keep it current.


*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 CategoryEffect MultiplierCapScientist Cap
AlchemyIncome0.500%30%30
ToolsBuilding Effectiveness0.333%20%30
HousingPopulation Limits0.250%15%30
ProductionFood & Rune Production2.000%120%30
MilitaryMilitary Efficiency0.250%15%30
CrimeThievery Effectiveness1.667%100%30
ChannelingMagic Effectiveness2.084%125%30

Numbers last updated 7 Oct 2018. Changed? Help keep it current.

  • As of Age 77, Universities protect a province from Amnesia.
  • Starting Age 77, the number of scientists required for (soft) cap will be the same number for all categories: 30.
  • Abduct attack has been removed in Age 77.


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.

  • 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. Laboratories increase the rate of this progress.

Scientists Spawn Rate=9.5×Race Mod×Laboratories Effect×Revelation Mod
Modifier Type Multiplier
Race: Human1.25
Spell: Revelation1.3

Scientist Networth

Networth Per Scientist=~1.7gc×tick of experience
  • Professors experience caps at 72 hours
  • A maxed-out professor will provide ~413gc Networth

Age 69 - Age 76

Abduct Attacks

  • Through combat, you can abduct scientists from another province. Universities protect a province from abduction. Note: Abduct attack has been removed in Age 77.

Changelog

  • Age 69: The new science system is introduced.
  • Age 70: 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.
  • Age 71: 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.
  • Age 72: Scientists are generated on a flat ratio (7.5) similar to wizards instead of via RNG.
  • Age 73: 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.
  • Age 76: The number of scientists required for soft cap will be the same number for all categories: 35.

Old scientist multipliers and caps, during Age 76:

Science CategoryEffect MultiplierSoft Cap
AlchemyIncome0.42830%
ToolsBuilding Effectiveness0.28720%
HousingPopulation Limits0.21515%
ProductionFood & Rune Production1.714120%
MilitaryMilitary Efficiency0.21515%
CrimeThievery Effectiveness1.428100%
ChannelingMagic Effectiveness1.785125%

Numbers last updated 7 Oct 2018. Changed? Help keep it current.

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

Science CategoryEffect MultiplierCapScientist Cap
AlchemyIncome0.530%30
ToolsBuilding Effectiveness0.3320%31
HousingPopulation Limits0.215%38
ProductionFood & Rune Production2120%30
MilitaryMilitary Efficiency0.215%38
CrimeThievery Effectiveness1.65100%31
ChannelingMagic Effectiveness2125%32

Numbers last updated 7 Oct 2018. Changed? Help keep it current.

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 CategoryMultiplier
Alchemy1.4
Tools1
Housing0.65
Food8
Military0.52
Thievery6
Channeling6

Numbers last updated 7 Oct 2018. Changed? Help keep it current.

Science Costs

Science Cost=Raw Cost (Table Below)×Race Mod×Schools Effect
Science RateBPAGC / BookGC / Acre
No Research000
Minimal0.361.8
Limited0.472.8
Sustained0.594.5
Active0.7139.1
Focused0.91715.3
Accelerated1.22226.4
Intensive1.52740.5
Rushed2.03672.0
Extreme3.050150.0

Numbers last updated 7 Oct 2018. Changed? Help keep it current.

Obsolete and historical data
Science  • Stances
Contributors (1)

Written by the Utopia community on the original wiki: Avenger.