The 'Oppressometer' is an accurate description of its policy function leaving little room for ambiguity. In determining how much you oppress your people, you must realize that an increase in their freedom and in turn happiness will leave you more susceptible to spy infiltration in your space. Spies are less likely to get in if this setting is higher but you will be plaguing by ongoing and increasing opposition to your rule. This opposition can turn violent. 'Government Type', which I will discuss next given its close relation with the 'Oppressometer', has a direct influence on the effect of the control and the citizenry response. Watch for Part 6 for more on spies and the epsionage they can conduct for (and against) you.
As a Parliamentarian, I reduced my 'Oppressometer' to its most minimal level. I foolishly believed that by maintaining positive foreign relations with other races, even somewhat disproportionately against my own position, I could avoid the need to create a spy network of my own. I was mistaken, and my arrogance would eventually catch up with me. In Part 6 I will return our attention to this again. All there is to say on the 'Government Type' policy is that it is here where you choose your specific government type of which you are restricted – at least initially – on the government category you decided upon during the pre-game options (see Part 2). In Part 5, I will take the opportunity to meticulously scrutinize each government type.
I find the 'Regional Zoning' policy menu interesting – it's a touch of SimCity on a planetary as opposed to a municipal level. Of course, you're not responsible for individually zoning continent after continent, planet after planet varying shades of residential, commercial and industrial sectors. All you have to do is decide what approach your empire is taking on at a national level so as to properly direct your governors (or equivalent depending upon your government type). There are three options to choose from here and, as always, carry their own pros and cons.
The first is a 'Natural' directive. It instructs planets to concentrate on their current needs. If their needs are few then they'll focus on what their worlds are best suited for. This “hands-off” approach delegates zoning preferences to the jurisdiction of local authorities and in the long run offers a most lasting appeal. In the grand scheme of things, inaction is worse than no action at all in my opinion – at least in the beginning. Once your empire is comfortably settled politically, economically and militaristically, this option may become more attractive.
Second, a race with a 'Specialized' zoning rule in effect will concentrate on individual world strengths at the severe deficiency of other priorities. They will need to be able to import items that they are missing to make-up for the shortfall. I have a formula that I have developed in relation to this strategy's employment or not. I consider the size of my territory. The risks involved here with a far-flung empire without the ready support of a fleet in substantive number and armament is too great. Also, in times of war, any and all pre-existing trade with enemy races is nullified and with others is at best notably curtailed. If your race is completely dependent on others for support in some societal aspect, or otherwise could not make-up the loss domestically, the potential for your race to crumble from within becomes as great or even greater than that posed by outside forces. Finally, because it is the most radical of the three regional zoning policies phasing it out becomes more and more difficult to accomplish as its legacy becomes entrenched.
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