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79 lines
3.3 KiB
Text
79 lines
3.3 KiB
Text
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Science and development
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There are six main branches of science that influece medieval life:
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- Agriculture
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- Industry
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- Trade
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- Military
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- Sailing
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- Medicine
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What are the effects of science?
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--------------------------------
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1. Agriculture
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- Raises the maximum limit of peasants.
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- Increases the quantity of produced food.
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- Makes agriculture more profitable and so increases tax revenues.
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2. Industry
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- Raises the number of workers.
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- Increases the revenues from productive properties.
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- Makes industry more profitable and so increases tax revenues.
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3. Trade
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- Raises the number of merchants.
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- Increases the chance of copying an invention from other empires.
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- Makes trade more profitable and so increases tax revenues.
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4. Military
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- Strengthens your army and fleet.
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5. Sailing
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- Strengthens your fleet.
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- Raises the maximum limit of fishermen.
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- Enhances the effectivity of fishing and so contributes to catering the
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population.
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- Makes fishing more profitable and so increases tax revenues.
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6. Medicine
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- Decreases the incidence of epidemics and hereby improves the reproduction
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rate. WARNING: Too high a reproduction rate can lead to unemployment!
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How can you develop science?
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----------------------------
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1. Spending money on science
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You can improve your various branches of science separately by paying the
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costs of scientific experiments. These costs are rather high so the
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investment may seem inefficient at first sight, but the resulting advanced
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technologies bring such permanent benefits (without any maintaining costs!)
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that you get your money back in the long run.
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Development is not cheap in the beginning but as you reach higher levels it
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gets even more costly. The only way to make it a bit less expensive is to
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build more universities.
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The exact formula of computing the rise in science level:
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(spent money) / 10000 / ((sc. level) ^ 3) * (1 + univers. * 50 / popul.)
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The maximum amount of money you can usefully spend on a branch of science
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in a turn is limited. The limit is:
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((science level) ^ 3) * 1000
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This means: you can develop your science level in a turn by more than 0.1
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only if you have universities. Even so, the rise cannot exceed 0.3 - to
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prevent stupid results in case of a very low population density.
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2. Inventions of scientists
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If you keep universities, your scientists may invent something without your
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extra financial assistance as well. Every university means a 1% chance of
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a new invention in every branches of science. The invention's effect on the
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science level is a random number that is modified by the proportion of
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universities.
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3. Copying inventions from other empires
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International trade can help you copy some inventions from other countries.
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The chance of such a favourable event depends on your diplomatic
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relationships. War and neutrality make it impossible but trade, friendship
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and alliance (in this sequence) mean a growing probability.
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Also the science level of trade influences your ability to copy inventions.
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The extent of rise in science level is 10% of the difference between the
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levels of the two concerned countries.
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