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  #11  
Old July 12th, 2002, 06:11 AM
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Default Re: Racial Attributes

Quote:
I'm being lazy what is hardy industrialists?
They get a bonus in construction, so they build items faster than usual.
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  #12  
Old July 12th, 2002, 06:34 AM
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Default Re: Racial Attributes

Quote:
Originally posted by Captain Kwok:
They get a bonus in construction, so they build items faster than usual.[/QB]
And it only applies to planetary spaceyards. Planets without a spaceyard are not affected. Ship-based spaceyards are not affected. IIRC, allocating the racial points needed for Hardy Industrialists to the Construction Aptitude gives you the same % bonus, but for both planetary and ship-based spaceyards (planets without spaceyards are still unaffected).
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  #13  
Old July 12th, 2002, 06:13 PM
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Default Re: Racial Attributes

except the equivalant points in the construction aptitude buys you a smaller % increase. being able to use it at bases though, could be a considerable bonus, especially if you use massive stacks of spaceyard bases.
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  #14  
Old July 14th, 2002, 12:38 AM

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Default Re: Racial Attributes

Thank you for your replies but what im really looking for is charts to explain the effects racial attributes, enviromental attributes, and any others. I want to know how they effect the game.

eg.
This is my observed effects that population has in the game.
100m pop = construction & production bonus of 5%
500m pop = construction & production bonus of 10%
1000m pop = construction & production bonus of 20%
3000m pop = construction & production bonus of 40%
4000m pop = construction & production bonus of 50%
8000m pop = construction & production bonus of 90%
10b pop = construction & production bonus of 100%

Im looking for more of these.
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  #15  
Old July 17th, 2002, 06:05 PM
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Default Re: Racial Attributes

well for one you could just go look in settings.txt

also it would be nice if ring and sphere worlds held more ppl and the pop bonus' went higher. I did that for my own games but im not gonna make a PBW mod just for that for a few games (obviously)
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  #16  
Old July 17th, 2002, 10:07 PM
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Default Re: Racial Attributes

Quote:
Originally posted by Skulky:
well for one you could just go look in settings.txt

also it would be nice if ring and sphere worlds held more ppl and the pop bonus' went higher. I did that for my own games but im not gonna make a PBW mod just for that for a few games (obviously)
Uh, they do hold more people.

64B (64,000M) for a sphereworld ...
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  #17  
Old August 27th, 2002, 03:51 AM

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Default Re: Racial Attributes

Does Cunning affect intelligence point generation rate, chance of success, or both?

Does Political Savvy do anything when you play against real people?
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  #18  
Old August 27th, 2002, 04:10 AM
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Default Re: Racial Attributes

Political savvy affects the amount of points 1you get when you have a trade alliance or higher.

In a trade alliance, you can normally get 20% of your allies production in trade. So for every mineral miner (800 minerals) he has (on a good value planet), you get about 160 minerals.

If you set political savvy to 50%, you only get half the normal amount.
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  #19  
Old August 27th, 2002, 05:36 AM

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Default Re: Racial Attributes

So, let me see if I understand this...

If you have 5 roughly equal sized trading partners, and they have been your partners for 20 turns or more, then 50% of your mineral resources come from your own empire and 50% from trade.

Until your trade reaches this level, you will gain more from a point in mining aptitude than from a point in political savvy, right? (Assuming that is, that you are not constrained by organics or radioactives. Political savvy is a three-for-one deal, where two generally don't matter.)

That is, mining aptitude is a preferable expenditure until you go over the 120 threshold, at which point political savvy starts to look more appealing.
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  #20  
Old August 27th, 2002, 02:46 PM
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Default Re: Racial Attributes

Cunning affects intelligence point generation.
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