How to interpret a race's stats (example: Feds) Curt Rozeboom asked the VGAP4 mailing list: Could anyone explain the Race Stats numbers? I can guess at stuff that ties to old V3 concepts but how might some of the rest of them apply to a race? Someone whose name I've lost wrote a rather good reply: ---- To me it looks like: Federation can only farm worlds between 30 and 65 units, their population grows fastest at 45 units, (was 50 in 3.x) they grow 20% faster than normal, (new bonus) colonists become crew 10 times faster than crew becoming troops or troops becoming highguard. they get 30% income bonus (down form 3.x double bonus) they retain their 70% of normal mining rate from 3.x they're 20% happier than average. (Maybe it attracts natives or causes enemy prisoners to defect, I don't know) they have no "dark powers" eg Star Wars (No long distance choking or elecutrcution) they don't have much "light powers" either eg Star Wars Their pods can travel 20 ly a turn. Their colonists are very lousy at personal combat. (10) Their crew never had personal defense training in their lives(5) Their troops aren't that great either. (20) Their highguard is little better than than average races troops at combat (60) Their highguard have the best piloting skills follows by troops and finally crew. The Federation has average Political Correctness. (Factor in attracting natives) Their spies normally get caught when trying to do savatogue the enemy and aren't good at intercepting enemy spies (5) They don't have much PSI either (5) People are always questioning their President's decisions (60 leadership) The public relations is average. (Factor in attracting natives) Their somewhat more lawful citizens than average. (Factor in counter-band demand) You'll go broke trying to sell them illegal books (10) They don't much care for Stim-Bright Pills (60) But they really love VR-XXXXXX Holochips (120)