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Dinglehopper
July 9th, 2002, 07:53 PM
Where can I find a detailed explanation of the effects for each physical characteristics and vocational aptitudes?

for example: increasing your enviromental resistance increases your tolerance lvl. Thats great in all, but how does that effect the game?

Some charts or graphs displaying the effect of each racial attribute would be a great asset. If anyone knows where to get this information please let me know, thanks.

Ed Kolis
July 9th, 2002, 08:53 PM
Physical Strength - Some sort of bonus or penalty to ground combat. (To hit? Damage?)

Intelligence - Percent modifier to research

Cunning - Percent modifier to intelligence (as in spying, not the racial trait)

Environmental resistance - Supposedly makes hostile environments easier to live in. I read somewhere on this forum that every 5 points of this trait improves the effective conditions of any planet by 1 point, though. (10 points = 1 level, I think.)

Reproduction - Not a percent modifier to reproduction rate, but instead if you have 105% then your populations reproduce 5%/year faster, if you have 92% they reproduce 8%/year slower (very bad!)

Happiness - If you have 105% happiness I think your planets get 5 extra happiness points per turn. Or maybe you get 1 point for every X number of Happiness trait...

Aggressiveness - Adds or subtracts to your chance to hit with direct fire weapons. If you have 120% then you get an attack bonus of 20%.

Defensiveness - Like aggressiveness, but with defense. Makes it harder or easier for enemies to hit you.

Political Savvy - Percent modifier for resources, research, and intel gained by trade. Does NOT affect your chance of getting treaties with the AI players!

Mining Aptitude - Percent modifier to minerals generation. Don't know if it affects solar generators.

Farming Aptitude - Like Mining Aptitude but applies to organics.

Refining Aptitude - Like Mining Aptitude but applies to radioactives.

Construction Aptitude - Percent modifier for how fast your planets can build things.

Repair Aptitude - Percent modifier for how fast your repair bays and spaceyards can repair ships, and also for some reason affects the speed at which your ship-based spaceyards build.

Maintenance Aptitude - If you pick 105% then your maintenance cost is 5 percentage points lower than a normal race. If you pick 95% it's 5 percentage points higher.

Hope that helps! http://forum.shrapnelgames.com/images/icons/icon12.gif

Pax
July 9th, 2002, 09:14 PM
Originally posted by Ed Kolis:
Construction Aptitude - Percent modifier for how fast your planets can build things.<font size="2" face="Verdana, Helvetica, sans-serif">Also Space YArd ships and bases. With 150% Construction aptitude, SYS will build at 3000 per turn. http://forum.shrapnelgames.com/images/icons/icon7.gif

Wardad
July 9th, 2002, 11:41 PM
Originally posted by Ed Kolis:
Repair Aptitude - Percent modifier for how fast your repair bays and spaceyards can repair ships, and also for some reason affects the speed at which your ship-based spaceyards build.

Maintenance Aptitude - If you pick 105% then your maintenance cost is 5 percentage points lower than a normal race. If you pick 95% it's 5 percentage points higher.

Hope that helps! http://forum.shrapnelgames.com/images/icons/icon12.gif <font size="2" face="Verdana, Helvetica, sans-serif">I remember hearing the expensive Maintenance Apptitude is a strait deduction from normal maintainance. ie: normal is 25% of cost, 105% is 20% of cost.

The repair apptitude statement doesn't seem right.
I lowered it many time to get points without changing space yard build rates.

Fyron
July 10th, 2002, 12:26 AM
Environmental resistance - Supposedly makes hostile environments easier to live in. I read somewhere on this forum that every 5 points of this trait improves the effective conditions of any planet by 1 point, though. (10 points = 1 level, I think.)

Each 5 points of ER equals 1 point of Reproduction, and a small amount of Happiness. You have to change ER by a full 5 points to see an affect. Lowering it to 86 has no affect. Rasing it to 104 has no affect.

The best thing to do is lower ER to 81, raise Reproduction to 103 and Happiness to 107. You will see absolutely no affect upon your empire, except possibly slightly improved happiness, and you will get 100s of free racial points.

You likely recall the results of my tests on this trait many months ago. http://forum.shrapnelgames.com/images/icons/icon7.gif

Suicide Junkie
July 10th, 2002, 05:18 AM
The repair apptitude statement doesn't seem right.
I lowered it many time to get points without changing space yard build rates. <font size="2" face="Verdana, Helvetica, sans-serif">Repair. As in fixing broken things, not building new ones.

If you have -50% to repair rate, a Repair bay III will only fix 4 components per turn instead of 8.

Ed Kolis
July 10th, 2002, 05:41 PM
Funny... I could have sworn it affected spaceyard ships... if it only affects repair you could set it as low as 88% with no ill effect (since repair is so granular - only 8 comps/turn in unmodded SE4)... see, one time I found I had a spaceyard base building 950 of each resource per turn and I thought what the heck? so I checked my racial traits and found I had 95% Repair Aptitude... but maybe I'm wrong...

Edit: But one thing for sure - Construction Aptitude affects PLANETARY spaceyards only! (I think http://forum.shrapnelgames.com/images/icons/icon12.gif )

[ July 10, 2002, 16:42: Message edited by: Ed Kolis ]

Pax
July 10th, 2002, 06:03 PM
Originally posted by Ed Kolis:
Edit: But one thing for sure - Construction Aptitude affects PLANETARY spaceyards only! (I think http://forum.shrapnelgames.com/images/icons/icon12.gif )<font size="2" face="Verdana, Helvetica, sans-serif">My most-recent "let's see what this race combination could do" game, I had space yard ships building at 3000 apiece -- without going Emergency Build. The only explaination I could come up with is, the 150% listed Construction aptitude.

Mind you, this was v1.49, and about two days ago.

geoschmo
July 10th, 2002, 06:11 PM
Construction Aptitude most assuradly affects Space Yard ships as well as Space Yard facilites. That was correct for 1.49 and hasn't changed for Gold.

The Hardy Industrialist Racial Trait is the one that only affect the planetary Space Yards.

Geoschmo

Skulky
July 12th, 2002, 05:06 AM
I'm being lazy what is hardy industrialists?

Captain Kwok
July 12th, 2002, 06:11 AM
I'm being lazy what is hardy industrialists? <font size="2" face="Verdana, Helvetica, sans-serif">They get a bonus in construction, so they build items faster than usual.

Will
July 12th, 2002, 06:34 AM
Originally posted by Captain Kwok:
They get a bonus in construction, so they build items faster than usual.[/QB]<font size="2" face="Verdana, Helvetica, sans-serif">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).

Puke
July 12th, 2002, 06:13 PM
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.

Dinglehopper
July 14th, 2002, 12:38 AM
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.
Thanks

Skulky
July 17th, 2002, 06:05 PM
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)

Pax
July 17th, 2002, 10:07 PM
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)<font size="2" face="Verdana, Helvetica, sans-serif">Uh, they do hold more people.

64B (64,000M) for a sphereworld ...

Purna
August 27th, 2002, 03:51 AM
Does Cunning affect intelligence point generation rate, chance of success, or both?

Does Political Savvy do anything when you play against real people?

Suicide Junkie
August 27th, 2002, 04:10 AM
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.

Purna
August 27th, 2002, 05:36 AM
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.

Ed Kolis
August 27th, 2002, 02:46 PM
Cunning affects intelligence point generation.

Suicide Junkie
August 28th, 2002, 12:39 AM
Political Savvy can be even better, because it affects research and intel from partners as well.

However, you are right in that mining aptitude will cover a lot of the benefits provided by P.S.

TerranC
August 28th, 2002, 12:49 AM
But It depends on how many races wants to be friendly to you. Rather generate your own and take them at gunpoint.

Krsqk
August 28th, 2002, 02:04 AM
I've made the mistake in a couple of PBW games of lowering Political Savvy down to 50%. Losing that much trade really hurts when everyone else gets 1.5x-2x what I do in trade--especially in a game like Paranoia. http://forum.shrapnelgames.com/images/icons/icon7.gif

Phoenix-D
August 28th, 2002, 03:59 AM
Then why do you keep stealing my ships? http://forum.shrapnelgames.com/images/icons/tongue.gif Surely you don't have enough cash to pay for them http://forum.shrapnelgames.com/images/icons/icon12.gif

Phoenix-D

dumbluck
August 28th, 2002, 09:31 AM
P-D: I'd imagine that he is stealing them so that he can scrap them in order to help counteract his poor Political Savvy. http://forum.shrapnelgames.com/images/icons/icon10.gif

PS: Did you ever find your v1.49 CD? http://forum.shrapnelgames.com/images/icons/tongue.gif http://forum.shrapnelgames.com/images/icons/tongue.gif

EDIT= "My keyboard can't spell." (Now there's an excuse I'm gonna use more often!)

[ August 28, 2002, 09:11: Message edited by: dumbluck ]

Krsqk
August 28th, 2002, 03:11 PM
You're the only one not running enough C-I to keep me from stealing them. So, I take yours. http://forum.shrapnelgames.com/images/icons/tongue.gif http://forum.shrapnelgames.com/images/icons/icon10.gif

I have sufficient funds; I just don't have as much as I would have, and I could have devoted more of my facility slots to intelligence--to steal more of your ships. http://forum.shrapnelgames.com/images/icons/tongue.gif http://forum.shrapnelgames.com/images/icons/icon12.gif