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Sabular
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What is the minimum/maximum bonus you can have in the social categories that is still useful? For example: is +6 econ at all better than +5 econ etc.
All the stats have listed ranges, for some I assume effect past that range (Efficiency is used in some formula so any value would help at least a little, I guess)
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DragonBlood87
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All of the values listed in the SOCIAL section of alpha.txt are hardcoded. As for EFFIC, I do not know if there is a limit to the effect it can have in formulas, but I have yet to find one that I can remember (IIRC, I went up to +10 and still found no limit).
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Chaos Theory

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Missouri / Misery; CC
Oct 2002 time: 04:37
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Limits that I know of:
Growth has no further effect outside [-3, 6].
Effic has no further effect below -4.
Industry is normally bounded to [-3, 5] but a value of -7 or less rolls over to 5.
Research has no further effect outside [-5, 5]
Econ has no further effect above 5, but seems to work fine for arbitrarily low values. The effect of X Econ, where X <= -2, is that each base loses (-1-X) energy from its base tile, *after* accounting for rec tanks, but not to go below zero.
Probe above 3 rolls over and is apparently treated as 0. Probe below -2 has no further effect.
Police has no further effect outside [-5, 3].
Support has no further effect outside [-4, 3].
Planet seems to be fully effective at any value.
Morale has no further effect above 4. I think it's bounded below at -4, but it might interact interestingly with a children's creche.
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Sabular
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Thank you, this is the information I need
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Cataphract887
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nope. but the % bonus stays,at least up to 70. which is what i think he was refering to
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