Difference between revisions of "Social Engineering"
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In Alpha Centauri, you have a lot of leeway in how you set up and manage your [[Factions|Faction]]. Social Engineering is a powerful way to do so. The Social Engineering screen is reached by default with the "E" key from the main game window. From here you can match different [[#Society Modules]] to get the [[#Social Effects]] you desire. You can have one active Module in each of the four different categories ([[#Politics]]<nowiki />, [[#Economics]]<nowiki />, [[#Values]]<nowiki />, and [[#Future Society]]<nowiki />). | In Alpha Centauri, you have a lot of leeway in how you set up and manage your [[Factions|Faction]]. Social Engineering is a powerful way to do so. The Social Engineering screen is reached by default with the "E" key from the main game window. From here you can match different [[#Society Modules]] to get the [[#Social Effects]] you desire. You can have one active Module in each of the four different categories ([[#Politics]]<nowiki />, [[#Economics]]<nowiki />, [[#Values]]<nowiki />, and [[#Future Society]]<nowiki />). | ||
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− | |||
Each faction has [[#Social Effects]] independent of which modules they use and. Factions also have a [[#Society Module]] that they advocate. When they advocate a particular module, a computer run faction will be much friendlier to any faction that runs the same module and be even more antagonistic against any faction running a competing non-default module. A list of these can be found [[Factions#Table of Official Factions|here]]. | Each faction has [[#Social Effects]] independent of which modules they use and. Factions also have a [[#Society Module]] that they advocate. When they advocate a particular module, a computer run faction will be much friendlier to any faction that runs the same module and be even more antagonistic against any faction running a competing non-default module. A list of these can be found [[Factions#Table of Official Factions|here]]. | ||
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==Society Modules== | ==Society Modules== | ||
− | + | Each category has four modules, one of which is the default modules with no effects, and you can only run one module for each category. You can switch from any allowed module to any different module at any time but on [[Difficulty]] above Citizen, it costs energy to switch modules. The number of changes you make in one turn effect the cost so you can change one category one turn and another the very next turn for paying the cost to change one module twice. Some factions ([[Human Hive|Hive]] and [[The Data Angels|Angles]]<nowiki />) have the ability to chose a non-default module from the start of the game. | |
+ | |||
+ | You unlock different Society Modules through [[Research]] but you start out with a default module in each of the four categories. Each of the other modules has positive and negative effects but the positive effects generally outweigh the negative. It may still be preferable to chose the default module when you find yourself in particular situations and want to avoid the negative effects (for example: when waging and offensive war, each of the [[#Economics|#economic modules]] have negatives that might want to be avoided). | ||
+ | |||
+ | {| class="wikitable" | ||
+ | !colspan="5"|Cost to Change Modules | ||
+ | |- | ||
+ | !rowspan="2"|Difficulty | ||
+ | !colspan="4"|Number of Changes | ||
+ | |- | ||
+ | !1 | ||
+ | !2 | ||
+ | !3 | ||
+ | !4 | ||
+ | |- | ||
+ | !Citizen | ||
+ | |0 | ||
+ | |0 | ||
+ | |0 | ||
+ | |0 | ||
+ | |- | ||
+ | !Specialist | ||
+ | |8 | ||
+ | |27 | ||
+ | |64 | ||
+ | |125 | ||
+ | |- | ||
+ | !Talent | ||
+ | |16 | ||
+ | |54 | ||
+ | |128 | ||
+ | |250 | ||
+ | |- | ||
+ | !Librarian | ||
+ | |24 | ||
+ | |81 | ||
+ | |192 | ||
+ | |375 | ||
+ | |- | ||
+ | !Thinker | ||
+ | |32 | ||
+ | |108 | ||
+ | |256 | ||
+ | |500 | ||
+ | |- | ||
+ | !Transcend | ||
+ | |40 | ||
+ | |135 | ||
+ | |320 | ||
+ | |625 | ||
+ | |} | ||
+ | costs are in Energy Credits | ||
===Politics=== | ===Politics=== | ||
− | + | These modules determine how your faction governs itself. | |
+ | |||
+ | *[[Frontier]]: This module is the system of informal and ad-hoc governing arrangements before a faction requires a more deliberate system. Alternatively it could be a degradation of a more established government system to when society needs to meet particular challenges and doesn't spend the effort to maintain an established system. | ||
+ | **Prerequisite: None | ||
+ | **Effects: None | ||
+ | |||
+ | *[[Police State]]: ([[wikipedia:Police state|Wikipedia article]]) represents a society in which governing decisions are made by a select group of people and others have no choice but to go along with it. | ||
+ | **Pre-requisite: [[Doctrine: Loyalty]] | ||
+ | **Effects: +2 Support, +2 Police, -2 Efficiency | ||
+ | |||
+ | *[[Democratic]]: ([[wikipedia:Democracy|Wikipedia article]]) represents a society in which a faction's citizens have some direct input into its governing decisions. | ||
+ | **Pre-requisite: [[Ethical Calculus]] | ||
+ | **Effects: +2 Efficiency, +2 Growth, -2 Support | ||
+ | |||
+ | *[[Fundamentalist]]: ([[wikipedia:Theocracy|Wikipedia article]]) represents a society in which governing decisions are made with respect to a particular religion's dogma. | ||
+ | **Pre-requisite: [[Secrets of the Human Brain]] | ||
+ | **Effects: +2 Probe, +1 Morale, -2 Research | ||
===Economics=== | ===Economics=== | ||
− | + | These modules determine how much a faction's economy is regulated and to what purpose. | |
+ | |||
+ | *[[Simple]]: This module is the system of informal and ad-hoc economic arrangements before a faction requires established norms and rules. Alternatively it could be a degradation of a more established economic system to when society needs to meet particular challenges and doesn't spend the effort to maintain an established system. | ||
+ | **Prerequisite: None | ||
+ | **Effects: None | ||
+ | |||
+ | *[[Free Market]]: ([[wikipedia:Laissez-faire|Wikipedia article]]) represents an economy which has few regulations allowing individual actors wide range to do as they please. | ||
+ | **Pre-requisite: [[Industrial Economics]] | ||
+ | **Effects: +2 Energy, -3 Planet, -5 Police | ||
+ | |||
+ | *[[Planned]]: ([[wikipedia:Planned economy|Wikipedia article]]) represents an economy in which economic decisions are made entirely by or in large part by those governing society. | ||
+ | **Pre-requisite: [[Planetary Networks]] | ||
+ | **Effects: +2 Growth, +1 Industry, -2 Efficiency | ||
+ | |||
+ | *[[Green]]: ([[wikipedia:Green economy|Wikipedia article]]) represents an economy that is regulated heavily to minimize the faction's impact on [[Planet]] and to promote social welfare. | ||
+ | **Pre-requisite: [[Centauri Empathy]] | ||
+ | **Effects: +2 Efficiency, +2 Planet, -2 Growth | ||
===Values=== | ===Values=== | ||
− | + | These modules determine what social values a faction's culture holds in high regard. | |
+ | |||
+ | *[[Survival]]: This faction places its survival over all other goals. | ||
+ | **Prerequisite: None | ||
+ | **Effects: None | ||
+ | |||
+ | *[[Power]]: ([[wikipedia:Hard power|Wikipedia article]]) represents a faction that values military service and command. | ||
+ | **Pre-requisite: [[Advanced Military Algorithms]] | ||
+ | **Effects: +2 Support, +2 Morale, -2 Industry | ||
+ | |||
+ | *[[Knowledge]]: ([[wikipedia:Academia|Wikipedia article]]) represents a faction that values intelligence and knowledge. | ||
+ | **Pre-requisite: [[Cyberethics]] | ||
+ | **Effects: +2 Research, +1 Efficiency, -2 Probe | ||
+ | |||
+ | *[[Wealth]]: ([[wikipedia:Greed|Wikipedia article]]) represents a faction that values the accumulation of monetary wealth. | ||
+ | **Pre-requisite: [[Industrial Automation]] | ||
+ | **Effects: +1 Economy, +1 Industry, -2 Morale | ||
===Future Society=== | ===Future Society=== | ||
− | + | These modules determine what type of society exists. | |
+ | |||
+ | *[[None]]: This faction does not apply any of the other modules for this catagory. | ||
+ | **Prerequisite: None | ||
+ | **Effects: None | ||
+ | |||
+ | *[[Cybernetic]]: ([[wikipedia:Expert system|Wikipedia article]]) represents a society in which a faction has turned over much of its governance and management to expert systems while still maintaining high level control respective to the other modules it uses. | ||
+ | **Pre-requisite: [[Digital Sentience]] | ||
+ | **Effects: +2 Efficiency, +2 Planet, +2 Research, -3 Police | ||
+ | |||
+ | *[[Eudaimonic]]: ([[wikipedia:Nicomachean Ethics|Wikipedia article]]) represents a society that is like that presented in [[wikipedia:United Federation of Planets|<i>Star Trek's:</i> Federation]]. | ||
+ | **Pre-requisite: [[Eudaimonia]] | ||
+ | **Effects: +2 Economy, +2 Growth, +2 Industry, -2 Morale | ||
+ | |||
+ | *[[Thought Control]]: ([[wikipedia:Group mind (science fiction)|Wikipedia article]]) represents a society in which individuals share a group consciousness that is structured according to what other modules are being used. | ||
+ | **Pre-requisite: [[The Will to Power]] | ||
+ | **Effects: +2 Morale, +2 Police, +2 Probe, -3 Support | ||
==Social Effects== | ==Social Effects== |
Revision as of 12:31, 13 July 2015
In Alpha Centauri, you have a lot of leeway in how you set up and manage your Faction. Social Engineering is a powerful way to do so. The Social Engineering screen is reached by default with the "E" key from the main game window. From here you can match different #Society Modules to get the #Social Effects you desire. You can have one active Module in each of the four different categories (#Politics, #Economics, #Values, and #Future Society).
Each faction has #Social Effects independent of which modules they use and. Factions also have a #Society Module that they advocate. When they advocate a particular module, a computer run faction will be much friendlier to any faction that runs the same module and be even more antagonistic against any faction running a competing non-default module. A list of these can be found here.
Different things like Secret Projects can change the #Social Effects for a particular faction, base, or unit. A list of these is #here.
Contents |
Society Modules
Each category has four modules, one of which is the default modules with no effects, and you can only run one module for each category. You can switch from any allowed module to any different module at any time but on Difficulty above Citizen, it costs energy to switch modules. The number of changes you make in one turn effect the cost so you can change one category one turn and another the very next turn for paying the cost to change one module twice. Some factions (Hive and Angles) have the ability to chose a non-default module from the start of the game.
You unlock different Society Modules through Research but you start out with a default module in each of the four categories. Each of the other modules has positive and negative effects but the positive effects generally outweigh the negative. It may still be preferable to chose the default module when you find yourself in particular situations and want to avoid the negative effects (for example: when waging and offensive war, each of the #economic modules have negatives that might want to be avoided).
Cost to Change Modules | ||||
---|---|---|---|---|
Difficulty | Number of Changes | |||
1 | 2 | 3 | 4 | |
Citizen | 0 | 0 | 0 | 0 |
Specialist | 8 | 27 | 64 | 125 |
Talent | 16 | 54 | 128 | 250 |
Librarian | 24 | 81 | 192 | 375 |
Thinker | 32 | 108 | 256 | 500 |
Transcend | 40 | 135 | 320 | 625 |
costs are in Energy Credits
Politics
These modules determine how your faction governs itself.
- Frontier: This module is the system of informal and ad-hoc governing arrangements before a faction requires a more deliberate system. Alternatively it could be a degradation of a more established government system to when society needs to meet particular challenges and doesn't spend the effort to maintain an established system.
- Prerequisite: None
- Effects: None
- Police State: (Wikipedia article) represents a society in which governing decisions are made by a select group of people and others have no choice but to go along with it.
- Pre-requisite: Doctrine: Loyalty
- Effects: +2 Support, +2 Police, -2 Efficiency
- Democratic: (Wikipedia article) represents a society in which a faction's citizens have some direct input into its governing decisions.
- Pre-requisite: Ethical Calculus
- Effects: +2 Efficiency, +2 Growth, -2 Support
- Fundamentalist: (Wikipedia article) represents a society in which governing decisions are made with respect to a particular religion's dogma.
- Pre-requisite: Secrets of the Human Brain
- Effects: +2 Probe, +1 Morale, -2 Research
Economics
These modules determine how much a faction's economy is regulated and to what purpose.
- Simple: This module is the system of informal and ad-hoc economic arrangements before a faction requires established norms and rules. Alternatively it could be a degradation of a more established economic system to when society needs to meet particular challenges and doesn't spend the effort to maintain an established system.
- Prerequisite: None
- Effects: None
- Free Market: (Wikipedia article) represents an economy which has few regulations allowing individual actors wide range to do as they please.
- Pre-requisite: Industrial Economics
- Effects: +2 Energy, -3 Planet, -5 Police
- Planned: (Wikipedia article) represents an economy in which economic decisions are made entirely by or in large part by those governing society.
- Pre-requisite: Planetary Networks
- Effects: +2 Growth, +1 Industry, -2 Efficiency
- Green: (Wikipedia article) represents an economy that is regulated heavily to minimize the faction's impact on Planet and to promote social welfare.
- Pre-requisite: Centauri Empathy
- Effects: +2 Efficiency, +2 Planet, -2 Growth
Values
These modules determine what social values a faction's culture holds in high regard.
- Survival: This faction places its survival over all other goals.
- Prerequisite: None
- Effects: None
- Power: (Wikipedia article) represents a faction that values military service and command.
- Pre-requisite: Advanced Military Algorithms
- Effects: +2 Support, +2 Morale, -2 Industry
- Knowledge: (Wikipedia article) represents a faction that values intelligence and knowledge.
- Pre-requisite: Cyberethics
- Effects: +2 Research, +1 Efficiency, -2 Probe
- Wealth: (Wikipedia article) represents a faction that values the accumulation of monetary wealth.
- Pre-requisite: Industrial Automation
- Effects: +1 Economy, +1 Industry, -2 Morale
Future Society
These modules determine what type of society exists.
- None: This faction does not apply any of the other modules for this catagory.
- Prerequisite: None
- Effects: None
- Cybernetic: (Wikipedia article) represents a society in which a faction has turned over much of its governance and management to expert systems while still maintaining high level control respective to the other modules it uses.
- Pre-requisite: Digital Sentience
- Effects: +2 Efficiency, +2 Planet, +2 Research, -3 Police
- Eudaimonic: (Wikipedia article) represents a society that is like that presented in Star Trek's: Federation.
- Pre-requisite: Eudaimonia
- Effects: +2 Economy, +2 Growth, +2 Industry, -2 Morale
- Thought Control: (Wikipedia article) represents a society in which individuals share a group consciousness that is structured according to what other modules are being used.
- Pre-requisite: The Will to Power
- Effects: +2 Morale, +2 Police, +2 Probe, -3 Support
Social Effects
Description
Economy
Table
Efficiency
Table
Support
Table
Morale
Table
Police
Table
Growth
Table
Planet
Table
Probe
Table
Industry
Table
Research
Table
Faction Budget
Discussion
Modifiers
Description
Secret Projects
List
Base Facilities
List
Unit Abilities
List