Anyone know the science maximums for this age, munk seems to be outdated on this ?
Anyone know the science maximums for this age, munk seems to be outdated on this ?
Gamer4Life
http://forums.utopia-game.com/showth...ishing-returns <-- here is info about science over the cap, otherwise the wiki figures are pretty good
Munk's overlay is a bit off on some of the categories. He seems to do the rounding a bit differently than how I see the effects, anyway.
as far as I understands it there is no maximum, went with warrior to try and test out how high you can go in ME science and this is my stats so far.
Military 104 23,094 +27.1% Military Efficiency
Still rising, if only just slightly for each new professor I get, in total I've seen well above a 200% offensive ME with bloodlust, fanactism and onslaugth.
Exploring limits, this is with fanactism, bloodlust and onslaugth below 100% effect
Offensive Military Effectiveness 240.1%
It will be once the other kingdom starts to hit back.
Offensive Military Effectiveness 245.7%
Military 137 30,731 +30.0% Military Efficiency with +20% from warrior so the real effect for non warriors might differ
I count 122 full professors, 9 graduates and 6 novices at a total of equivalent to 131 professors.
My next experiment would likely be to reasign 100 fully upgraded professors to see what it does for my nw.
I went sage this age and focused on science. These are my current values:
Alchemy 47 (36|4|7|0) 9,508 +49.4% Income
Tools 47 (43|4|0|0) 10,918 +33.8% Building Effectiveness
Housing 60 (60|0|0|0) 14,387 +25.5% Population Limits
Production 35 (35|0|0|0) 8,505 +181.5% Food & Rune Production
Military 60 (60|0|0|0) 14,580 +25.5% Military Efficiency
Crime 46 (45|1|0|0) 11,103 +168.9% Thievery Effectiveness
Channeling 46 (46|0|0|0) 11,156 +208.6% Magic Effectiveness
Total341 (56983hrs)
Soft cap limits are changing, so scrap half of your numbers.
A outerworld vagabond Elf traveling this world.
From the world of Thardferr, herald of the Eldar Elven Kingdoms
Elven Roles sense Age 63: Sage, Mystic, Rogue, Tactician, Cleric, Merchant, Heretic, War Hero, Warrior, Paladin, Undead, Artisan, Raider
Just checking: with the number of scientists needed for softcaps being normalized, I'm assuming this means that the benefit per scientist is changing as well? Or are the soft caps also changing?
wont know til 3 ticks in i guess
edit: i agree with Persain's assumption below
Last edited by RattleHead; 23-04-2018 at 16:30.
Scientists - Scientists required for soft cap will be the same number for all categories at 35
so i'd assume bonus per dude changes to keep current soft cap values.
Science caps are same as last age with exactly 35 profs needed to cap. Diminishing returns for overage will be simplified and the same for all categories. The overpowered 1st one over will likely be gone.
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