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July 9th, 2002, 11:41 PM
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Lieutenant Colonel
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Re: Racial Attributes
Quote:
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!
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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.
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July 10th, 2002, 12:26 AM
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Re: Racial Attributes
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. 
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July 10th, 2002, 05:18 AM
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Shrapnel Fanatic
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Re: Racial Attributes
Quote:
The repair apptitude statement doesn't seem right.
I lowered it many time to get points without changing space yard build rates.
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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.
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July 10th, 2002, 05:41 PM
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General
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Re: Racial Attributes
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  )
[ July 10, 2002, 16:42: Message edited by: Ed Kolis ]
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July 10th, 2002, 06:03 PM
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Re: Racial Attributes
Quote:
Originally posted by Ed Kolis:
Edit: But one thing for sure - Construction Aptitude affects PLANETARY spaceyards only! (I think )
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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.
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July 10th, 2002, 06:11 PM
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National Security Advisor
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Re: Racial Attributes
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
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July 12th, 2002, 05:06 AM
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Second Lieutenant
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Re: Racial Attributes
I'm being lazy what is hardy industrialists?
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