This is a list of some ideas gathered during Stella Polaris design:
NEW SE VALUES:
Culture:
Culture indicate how much your faction ideals influence your and foreign base behavior: if your faction ideas are strong and diffused in an enemy base, in case of revolt, can join your faction. Culture influence also "conversion time" of an enemy base. When in SMAC you capture a base that base has an extra Drone for 50 years, due to the unhappiness of the conquest. Culture rating will influence the quantity of time that a base as extra unhappiness. It will be possible to produce more Culture with facilities,talents or SPs. It's possible to think also at a Cultural Victory Condition. Culture rate is raised by Democracy, and Knowledge SE choices. Culture does not produce Talents. Immigration flows modifies Culture rating in bases.
Ordinance like Propaganda or Holyday Period give a boost of your Culture, but cost money.
Iron Curtain, Vendettas, Atrocities will decrease this value.
Health:
Health is an "invisible" SE setting (you will not have any SE setting that increase or decrease Health: the only way to increase it is building facilities and SPs. Health indicate the level of development of your Hospitals, and the quantity of Medics "produced" by your bases. Medics can "build" medicines, or can be gathered in units: Field Surgeons. When merged in Army with other units, they double the effect of the medecines. Helth rate is very important in case of plagues that can happens (or can be provoked...
)
Ordinance Quarantine give a boost of health at the cost of efficiency, economy and production.
Spiritualty:
Indicate the level of interest that your people has in their "soul": negative values means nihilistic faction, positive value means a spirituality-oriented faction. Negative value of spirituality can provoke problems, people will seek "something more" and tends to be less loyal or can be easly bribed/converted.
WARNING: spirituality is a useful way to control people (they become less unhappy in case of problems), but beware of side effects: non-controlled zealots can try to stop your research, decide to move an "Holy War" against an other faction.
Spirituality rate is increased by Fundamentalism, Green, Eudaimonia and decreased by Police State, Wealth, Cybernethics
It's possible to think to have Spirituality Talents/Facilities/Techs/SPs and Victory Condition.
NEW SE VALUES:
Culture:
Culture indicate how much your faction ideals influence your and foreign base behavior: if your faction ideas are strong and diffused in an enemy base, in case of revolt, can join your faction. Culture influence also "conversion time" of an enemy base. When in SMAC you capture a base that base has an extra Drone for 50 years, due to the unhappiness of the conquest. Culture rating will influence the quantity of time that a base as extra unhappiness. It will be possible to produce more Culture with facilities,talents or SPs. It's possible to think also at a Cultural Victory Condition. Culture rate is raised by Democracy, and Knowledge SE choices. Culture does not produce Talents. Immigration flows modifies Culture rating in bases.
Ordinance like Propaganda or Holyday Period give a boost of your Culture, but cost money.
Iron Curtain, Vendettas, Atrocities will decrease this value.
Health:
Health is an "invisible" SE setting (you will not have any SE setting that increase or decrease Health: the only way to increase it is building facilities and SPs. Health indicate the level of development of your Hospitals, and the quantity of Medics "produced" by your bases. Medics can "build" medicines, or can be gathered in units: Field Surgeons. When merged in Army with other units, they double the effect of the medecines. Helth rate is very important in case of plagues that can happens (or can be provoked...
![evil grin](https://apolyton.net/core/images/smilies/evil2.gif)
Ordinance Quarantine give a boost of health at the cost of efficiency, economy and production.
Spiritualty:
Indicate the level of interest that your people has in their "soul": negative values means nihilistic faction, positive value means a spirituality-oriented faction. Negative value of spirituality can provoke problems, people will seek "something more" and tends to be less loyal or can be easly bribed/converted.
WARNING: spirituality is a useful way to control people (they become less unhappy in case of problems), but beware of side effects: non-controlled zealots can try to stop your research, decide to move an "Holy War" against an other faction.
Spirituality rate is increased by Fundamentalism, Green, Eudaimonia and decreased by Police State, Wealth, Cybernethics
It's possible to think to have Spirituality Talents/Facilities/Techs/SPs and Victory Condition.
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