Running a test... after 2 cycles, a 1.40 planet is still good. If it multiplied, after one cycle you'd get:
1.40 * 1.03 = 1.442
1.442 * 1.03 = 1.48526
1.48526 * 1.03 = 1.5298...
So... it should get to Optimal in 3 cycles if it multiplies, or 4 cycles if it adds.
ROFLMAO! Turn 2404.6: Plasma instability detected in Ahnalt star! Admittedly, there are only 2 systems, one for my planets and the other for neutrals. But, this at least proves that star destroying events don't absolutely favor non-human systems.
Here is my result file:
Conditions Test.txt
It took only 3 cycles for planet 1.40 to hit Optimal, suggesting that it multiplies. Lets look at planet 1.20. It starts at Mild, and needs to hit 1.30 to be Good.
If we assume it adds, you have:
2401.1: 1.20 Mild
2402.1: 1.23 Mild
2403.1: 1.26 Mild
2404.1: 1.29 Mild
2405.1: 1.32 Good
40 turns to get Good.
If we assume it multiplies, you have:
2401.1: 1.20 Mild
2402.1: 1.236 Mild
2403.1: 1.27308 Mild
2404.1: 1.3112724 Good
2405.1: 1.33506105722 Good
30 turns to get Good.
From my results, we have planet 1.20 becoming Good on turn 2404.1. This, combined with planet 1.40, strongly suggest that Conditions modifying facility abilities do indeed multiply instead of add.
[ September 17, 2003, 22:56: Message edited by: Imperator Fyron ]