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August 28th, 2003, 12:24 PM
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First Lieutenant
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culture & charicteristic traits
is there any diference between these?
if so how do they work?
if not then why have them at all?
sorry if this has already been asked, couldent find anything in the FAQ and didnt see anything when I did a (quick) search eather.
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August 28th, 2003, 12:30 PM
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Re: culture & charicteristic traits
culture is free, aside from trade-offs. they are added together.
most of them are a percentage increase; 120% research if your planet normally produces 500 will give you 600. maintanence is a direct percentage; normally it is 25%. if you have 120% maintanence, then you pay 5% maintanence. aggressiveness and defensiveness are added to your chance to hit in ship combat or subtracted from your enemies, depending. 80% chance, 20% def.=60% chance. environmental resistance increases happiness and reproduction a little and is useless except for some free points strategies, which other people can explain. reproduction is added; 110% reproduction with 15% normally on a planet will give you 25%. happiness can give you a production bonus, but troops make your people happy to. and you don't pay maintenence on troops, i think.
hi. welcome to the forums. be prepared for more help than you need.
[ August 28, 2003, 11:37: Message edited by: narf poit chez BOOM ]
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August 28th, 2003, 12:49 PM
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Lieutenant Colonel
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Re: culture & charicteristic traits
"Culture" stands for the sociological traits a particular empire has. All empires have one - if you don't specifically select one in the game set-up, you end up with "neutral" by default. They're "free" points, in a sense, but they're usually a mix of advantages and disadvantages. In the unmodded game, they're not exactly evenly balanced. One of the list members here, Jourin, came up with a balanced culture file (you can find it on this thread.)
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August 28th, 2003, 02:52 PM
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General
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Re: culture & charicteristic traits
i aways thought that bezerkers should take a hit in the maintence department and repair department... due to frenzy....
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August 28th, 2003, 08:30 PM
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First Lieutenant
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Re: culture & charicteristic traits
so in the unmoded game I could select say, artisans, take 10 pnts of the happieness charicteristic which would give me 250 more racial points to use whereever and I would still have an avarage happienes?
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August 28th, 2003, 09:12 PM
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First Lieutenant
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Re: culture & charicteristic traits
actualy thats trickyer than I thought...
are the points for SC split between agressive and defenceive, or arethey added?
ie if the culture traits gives +10 to SC
is it the same as adding +5 to agressive and +5 to defenceive, or does it add +10 to both of them...
ditto with the production (which there are 3 off)
also to note is that aggressive, defencive, and maint cost twice as much (50rp) than the others untill you get up to superior, when they all cost the same (100rp)
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August 28th, 2003, 09:22 PM
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Colonel
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Re: culture & charicteristic traits
What you are given by the Cultural Traits is in a test file of a fairly intuitive name. You would see exactly what you're getting in there.
Or was that even what you were asking?
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August 28th, 2003, 09:22 PM
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Re: culture & charicteristic traits
HI ADDS TO ALL AFFECTED area's
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August 29th, 2003, 01:57 AM
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Re: culture & charicteristic traits
Here is a balanced one I made up for the AST mod a while back. Cultures
To view the it just click HERE
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August 29th, 2003, 08:14 AM
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First Lieutenant
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Re: culture & charicteristic traits
no loser, not at all...
so tesco, if say, I chose workers as my culture trait it would be effectivly the same as giveing
+5 to mining
+5 to farming
+5 to refining?
therefor efectivly giving me 375 rp...
also just clear the aggresive and defencive charactoristics for me.
is
agressive your chance to hit an enemy and defencive enemy chance to hit you.
or
agressive when your ship moves into a sector and attacking and enemy ship.
defencive when and enemy ship movies into a sector attacking you.
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