Is there some sort of diminishing gains going on...?
Numbers don't seem to be adding up for me the same way they did when my province was first created (which matched the Science multipliers in the wiki)...
Is there some sort of diminishing gains going on...?
Numbers don't seem to be adding up for me the same way they did when my province was first created (which matched the Science multipliers in the wiki)...
There are no diminishing effects.
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Probably rounding weirdness if you're using the numbers from the page~
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There was no changes to science so you cap with the same number of scientists as last age and all scientists generate a flat rate added to bonuses.
But yes sometimes they get rounded up or down to a weird number, still it is much simpler than diminishing returns.
ya, must just be funkadelic rounding ... some are out by what seems like more than just rounding, will have to guess some rounding on a per scientist basis, and then probably rounded again once its totaled for display on science page. ty ya'll
sorry, trying to wrap my head around this...
from the wiki;
I am playing Dwarf/Rogue, and I am going to work with Housing here, whose multiplier is 0.2, with a cap of 15 ...Science Bonus = Race Mod * Personality Mod * Min(Science Multiplier * Skill points , Science Cap)
Skill points = Number of Novices + 1.5 * Number of Graduates + 2 * Number of Professors
I have 0 Novice, 1 Graduate, and 3 Professors. My current effect is +1.4%
therefore; Housing Skill Points = 0 + (1.5*1) + (2*3) = 7.5
so, Science Bonus = 1 * 1 * MIN(0.2 * 7.5 ,15) = 1.5
or if you break it down, each Novice is worth 0.2, Graduates worth 0.3, and Professors 0.4 ...
Can also confirm this is not just a matter of what is being displayed on Science page, my population is that of a province with exactly +1.400% population.
The only combinations that should make +1.4% are;
7 Novice with no Graduates or Professors
0 Novice with 2 Graduates, and 2 Professors
I understand that 38 Professors would put you over the cap (15.2% @ 38 Profs * 0.4), but how does it make sense to nerf one of my first 3 Professors into a Graduate (I am short 0.1, which is half of the potential overshoot.... maybe wait til my 19th Professor to do that?
I believe it is most likely that SKILL POINTS are rounded down to whole numbers, which would land me directly on +1.4% Population. This seems like the simplest explanation, but it seems to me this could cause some sporadic swings in science effects. As in this current scenario, lets say I Abduct 1 Housing Graduate, suddenly my Skill Points would go from a rounded 7, to a whole 9 and that Graduate effectively gives me the same boost a Professor should... and then when he levels up to Professor, I would see 0 benefit.
It is also possible that each science category's effects simply has a ROUNDDOWN to the tenths, and that there is 0.002/38 being removed from each Housing Professor, which would put my current bonus @ ~1.484 = 1.4
Past couple of Ages where the final Professor was just lazy and ineffectual made more sense, to me at least.
Does Tools Science effect flat rate buildings like homes or stables or farms?
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