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  #1  
Old September 20th, 2002, 06:53 PM
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Default Combat Modifiers and Units

Has anyone tested to see which combat modifiers apply to units? Both attack and defense? Cultural Space Combat? Racial Attack? Racial Defense? Does Fleet experience affect fighters in a fleet? Does Ship and Fleet Experience help fighters and ships hit fighters? Do war shrines and death shrines apply to attacking with fighters or defending against them?
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Old September 21st, 2002, 06:49 AM
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Default Re: Combat Modifiers and Units

No, and my question is slightly OT but what is the best maintenance bonus you can get, when does it get excessive? and hten inefficient
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Old September 21st, 2002, 07:21 AM
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Default Re: Combat Modifiers and Units

The minimum base maintenance rate (before modifiers such as 50% off for bases) is 5% of the build cost.

However, as you pay for more and more maintenance bonus, the value only increases. Going from 6% to 5% is a big leap compared to going from 20% to 19%
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Old September 21st, 2002, 11:13 AM
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Default Re: Combat Modifiers and Units

Quote:
Originally posted by Suicide Junkie:
The minimum base maintenance rate (before modifiers such as 50% off for bases) is 5% of the build cost.

However, as you pay for more and more maintenance bonus, the value only increases. Going from 6% to 5% is a big leap compared to going from 20% to 19%

What the hay SJ? Can you be a little more clear.
In our example we will use a base that cost 6480 minerals (only) for ease of calculation.

% Maint. cost
5% = 324
6% = 388.8
--------------
64.8 Differance

% Maint. cost
19% = 1231.2
20% = 1296
---------------
64.8 Differance

[ September 21, 2002, 10:18: Message edited by: President Elect Shang ]
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Old September 21st, 2002, 02:18 PM
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Default Re: Combat Modifiers and Units

I think SJ was trying to point out that you can maintain a much bigger fleet for each point of maintenance at lower levels. 6% to 5 % allows a 20% bigger fleet. 20% to 19% allows a 5% bigger fleet. The decrease in cost of maintenance is linear, but increase in maintenance capacity (measured in ships) is better than linear.

Before the 5%, pre modified minimum, the game would let you go to 0% (Maintenance Free), an ability people abused (including myself). 3% to 2% allowed you to increase your fleet size by 50%. 2% to 1% allowed you to double your fleet. 0% maintenance limited you to the game's ship limit.
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Old September 21st, 2002, 04:39 PM
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Default Re: Combat Modifiers and Units

Stop! You're both wrong!

What he meant is the cost in "racial" points. It costs 50 points to reduce from 25 to 24 (also from 16 to15). It costs 200 points to go from 6 to 5 (also from 15 to 14).

What you said LGM, is bang on accurate, just not what SJ was saying. And, yes, I am too psychic!

Edit: Okay, I admit, LGM had it right after all. What I said is true but not what SJ was saying.

[ September 21, 2002, 15:50: Message edited by: Grandpa Kim ]
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Old September 22nd, 2002, 02:32 AM
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Default Re: Combat Modifiers and Units

Getting back to original topic: I don't know all answeres, but AFAIK, death shrine works with fighters.
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Old September 22nd, 2002, 02:41 AM

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Default Re: Combat Modifiers and Units

I can't find the thread where I saw it but:
I belive Units inherit the experiance level of their "carrier". Troops gain from Transports experiance level, ...
I could be wrong.
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