Cultural Modifiers
I decided to test and see what Cultural Modifiers actually worked and created a culture with a 50% bonus in everything. Here's the result:
Production Does not work
Research Works
Intelligence Works
Trade Works
Space Combat Does not work
Ground Combat Works
Happines Works
Maintenance Works
SY Rate Works (both types)
Repair Works
A couple of things I learned while doing this:
The minimum 5% maintenance is definetly hardcoded.
Repair seems to be rounded down. In my test with I had a ship with 9 damaged components visit a planet with a space yard that had a repair rate of 5. It repaired 7 components in one turn. 5*1.5 = 7.5 which by mathematical rules would have been rounded up but the game rounded it down. Haven't done any extensive testing to verify this but I believe it is correct.
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You don't go through the hardships of an ocean voyage to make friends...
You can make friends at home!
-Eric The Viking-
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