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part 2

Chapter 5: Controlling Your Empire
Chapter 6: Terraforming
Chapter 7: The Art of War
Chapter 8: Diplomacy
Chapter 9: Situational Awareness
    Advanced Concepts
    Q and A
    Social Engineering Modifiers

Chapter 9: Situational Awareness

Social Engineering Modifiers
Social engineering is a complex art. There are many factors and modifiers that can either help or hinder you. The following charts will help you understand the effects of everything within the game.

Economy
Positive Modifiers
Factions:
    * Morgan Industries: +1
Social Models:
    * Free market economics: +2
    * Eudaimonic future society: +2
    * Wealth values: +1
Secret Projects:
    * The Longevity Vaccine (with free market economics): +50 percent at base
    * The Merchant Exchange: +1 energy per square at base
Base Facilities:
    * Energy bank: +50 percent at base
    * Fusion lab: +50 percent at base
    * Hybrid forest: +50 percent at base
    * Orbital power transmitter: +1 energy at each base
    * Quantum lab: +50 percent at base
    * Recycling tanks: +1 energy per base square
    * Stockpile energy: 2 minerals converted into 1 energy
    * Tree farm: +50 percent at base
Negative Modifiers
Factions:
    * Human Hive: -2

Efficiency
Positive Modifiers
Factions:
    * Gaia's Stepdaughters: +2
Social Models:
    * Democratic politics: +2
    * Green economics: +2
    * Knowledge values: +1
    * Cybernetic future society: +2
Base Facilities:
    * Children's creche: +2 at base
    * Headquarters: Eliminates inefficiency at base
Negative Modifiers
Factions:
    * Peacekeeping Forces: -1
Social Models:
    * Police state politics: -2
    * Planned economics: -2

Support
Positive Modifiers
Factions:
    * The Lord's Believers: +2
Social Models:
    * Police state politics: +2
    * Power values: +2
Secret Projects:
    * The Cloning Vats: +3 if using thought control
    * The Living Refinery: +2
Negative Modifiers
Factions:
    * Morgan Industries: -1
Social Models:
    * Democratic politics: -2
    * Thought control future society: -3

Morale
Positive Modifiers
Factions:
    * Spartan Federation: +2
Social Models:
    * Fundamentalist politics: +1
    * Power values: +2
    * Thought control future society: +2
Secret Projects:
    * The Command Nexus: +2 per ground unit built
    * The Cyborg Factory: +2 per military unit built
    * The Telepathic Matrix: +2 per probe team built
    * The Maritime Control Center: +2 per naval unit built
Base Facilities:
    * Aerospace complex: +2 per air unit built at base
    * Bioenhancement center: +2 per military unit built at base
    * Children's creche: +1 per unit in base square
    * Command center: +2 per ground unit built at base
    * Naval yard: +2 per naval unit built at base
Negative Modifiers
Factions:
    * Gaia's Stepdaughters: -1
Social Model:
    * Wealth values: -2
    * Eudaimonic future society: -2

Police
Positive Modifiers
Factions:
    * Spartan Federation: +1
Social Models:
    * Police state politics: +2
    * Thought control future society: +2
Secret Projects:
    * The Ascetic Virtues: +1
    * The Network Backbone: +3 if using Cybernetic
Negative Modifiers
Factions:
    * Gaia's Stepdaughters: -1

Social Models:
    * Free market economics: -5
    * Cybernetic future society: -3


Next: Social Engineering Modifiers, contnext
 

 

 
 
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