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Thread: max scientist number for each science type

  1. #1
    Newbie
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    Oct 2009
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    max scientist number for each science type

    Hi all,

    What is the max number of scientists for each science type?

    For example, could we give 50 scientists for income and each of them will affect the increase? or Is there any upper limit that after certain number scientist there will be no effect as increase?

    (ps. I though all of scientists are prof.)

  2. #2
    Postaholic
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    Jul 2011
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    15 Professors in Alchemy and Tools
    17 Professors in all the rest

    This will give you the cap.

  3. #3
    Veteran pathetic sheep's Avatar
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    Quote Originally Posted by jmiedema View Post
    15 Professors in Alchemy and Tools
    17 Professors in all the rest

    This will give you the cap.
    Would 30 novices [or 20 grads] also be the "cap"? or is it just 15 scientists?

  4. #4
    Postaholic
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    Quote Originally Posted by pathetic sheep View Post
    Would 30 novices [or 20 grads] also be the "cap"? or is it just 15 scientists?
    You can have unlimited scientists in a category, but they cap at a certain bonus. That bonus requires 30 points for Alchemy and Tools, and 35 points for Housing/Food/Military/Crime/Channeling.

    Novice = 1 Point
    Graduate = 1.5 Points
    Professor = 2 Points

    Unless in certain cases where you really need to max out a certain category for a short term gain (military/channelling/Crime or even pop in an overpopulating scenario) You will likely not want to put more scientists in a category than the # of professors required to cap it.

    Like for alchemy, really the best bet is to just put 15 scientist and leave them there to gain experience. After 7 full days of non-fort time, they will be professors and you will have gotten the max benefit out of Alchemy.

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