Results 1 to 10 of 10

Thread: Science Effects

  1. #1
    Forum Addict RattleHead's Avatar
    Join Date
    Feb 2013
    Posts
    1,267

    Science Effects

    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)...

  2. #2
    Game Support Bishop's Avatar
    Join Date
    Jul 2008
    Posts
    21,332
    There are no diminishing effects.
    Support email: utopiasupport@utopia-game.com <- please use this and don't just PM me| Account Deleted/Inactive | Utopia Facebook Page | #tactics <-- click to join IRC|
    PM DavidC for test server access

  3. #3
    Forum Fanatic octobrev's Avatar
    Join Date
    Oct 2008
    Location
    us
    Posts
    2,637
    Probably rounding weirdness if you're using the numbers from the page~
    theHERETICS - Brute Force - Sonata - Dreams - The Pulsing Trollfags - The Expendables
    Visit my home for banned, neglected, and otherwise disenfranchised players on Discord!

  4. #4
    Post Demon
    Join Date
    Feb 2012
    Posts
    1,404
    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.

  5. #5
    Forum Addict RattleHead's Avatar
    Join Date
    Feb 2013
    Posts
    1,267
    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

  6. #6
    Forum Addict RattleHead's Avatar
    Join Date
    Feb 2013
    Posts
    1,267
    sorry, trying to wrap my head around this...

    from the wiki;

    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 am playing Dwarf/Rogue, and I am going to work with Housing here, whose multiplier is 0.2, with a cap of 15 ...

    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.

  7. #7
    Newbie
    Join Date
    Jan 2016
    Posts
    3
    Does Tools Science effect flat rate buildings like homes or stables or farms?

  8. #8
    Regular
    Join Date
    Oct 2014
    Location
    Singapore
    Posts
    58
    Quote Originally Posted by xaua_002 View Post
    Does Tools Science effect flat rate buildings like homes or stables or farms?
    Tools Science affects BE. Then consequently, BE will affect the buildings.
    Homes: will affect the birth rate bonus
    Farms: will affect bushels produced
    Stables: will affect horses produced (not 100% sure though on this)

  9. #9
    Administrator
    Join Date
    Dec 2016
    Posts
    753
    Quote Originally Posted by Aetherion View Post
    Tools Science affects BE. Then consequently, BE will affect the buildings.
    Homes: will affect the birth rate bonus
    Farms: will affect bushels produced
    Stables: will affect horses produced (not 100% sure though on this)
    That's accurate!
    Please e-mail Utopia Support for any in-game related issues at UtopiaSupport@Utopia-Game.com

    Account Deleted or Inactive? Click here!

    Utopia Facebook Page <== Like us on Facebook and join the conversation!
    Follow us on Twitter @UtopiaClassic

    Come join the MUGA Community on Discord: https://discord.gg/NZ4KywF

  10. #10
    Enthusiast
    Join Date
    Jan 2014
    Location
    India
    Posts
    489
    Quote Originally Posted by Aetherion View Post
    Tools Science affects BE. Then consequently, BE will affect the buildings.
    Homes: will affect the birth rate bonus
    Farms: will affect bushels produced
    Stables: will affect horses produced (not 100% sure though on this)
    I can confirm that higher BE = higher rate of horse production

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •