posted 03-16-99 01:53 PM ET
Well, Free Market Fundamentalists are televangelists. Yeah, some of the constructs in the game don't fit well with the social engineering models provided in the game. Unfortunately, I'm not sure if there's an easy way to rectify this. Limiting a faction's ability to produce certain base improvements under a social engineering model doesn't work, since it would be possible to shift to another "non-conflicting" ideology, create the base improvement, then change back to the original. Does the improvement get sold automatically? Does it not work? Does it cause additional drones? I suspect this ultimately boils down to a playability vs. realism issue. It'd be more realistic if some of these improvements weren't usable by particular social engineering types, but that would generate a huge matrix of "can build this now/build it before but can't use it now" limitations that would just make the whole social engineering concept unwieldy.
Of course, it may that those base improvements were intended to be used in precisely the manner that they're being used now, to counter the drawbacks of particular social engineering choices, even if their use seems to go against the grain of the intent of the ideology.
I lean toward the current implementation, which allows the player some greater flexibility in his social engineering choices. Not allowing a faction to overcome its inherent limitations forces that faction to be played in a similar fashion over and over, which limits gameplay. Although perhaps not in line with their perceived belief structure, Green Morganites are fun to play, and beware the Knowledge Spartans!