This is a list of some ideas gathered during Stella Polaris design:
Social Engeneering
SMAC was an innovative Civ game for many reasons: the use of 3D graphic, the differences between the factions, the possibility to modify/create factions and the Social Engeneering.
The problem is that SE used in a SMAC-like way is few realistic and challenging: it's possible to change the whole Faction spending some money, without any problem. My idea is to reform SE under a new prospective:
Social Engeneering is the sum of all values that the faction teach to his population.
So if you change SE setting it will require time to teach to your people a new way of living and this can provoke problems.
Talents
To reach this goal my idea was to link the presence of "Talents" to the values in SE, for example a lot of RESEARCH will allow more Researchers that are the only who can discover techs (so you cannot research simply "allocating energy"). An other idea was the unemployement: when a SE value decrease, also the need of talents related to this value decrease, generating unemployement. Uneployed talents tends to emigrate, but in case of vast unempoyement a part of them can become "Anti-Talents" and tend to damage the whole faction. (NOTE: AN ANTI-TALENT IS NOT A DRONE)
More later...
Social Engeneering
SMAC was an innovative Civ game for many reasons: the use of 3D graphic, the differences between the factions, the possibility to modify/create factions and the Social Engeneering.
The problem is that SE used in a SMAC-like way is few realistic and challenging: it's possible to change the whole Faction spending some money, without any problem. My idea is to reform SE under a new prospective:
Social Engeneering is the sum of all values that the faction teach to his population.
So if you change SE setting it will require time to teach to your people a new way of living and this can provoke problems.
Talents
To reach this goal my idea was to link the presence of "Talents" to the values in SE, for example a lot of RESEARCH will allow more Researchers that are the only who can discover techs (so you cannot research simply "allocating energy"). An other idea was the unemployement: when a SE value decrease, also the need of talents related to this value decrease, generating unemployement. Uneployed talents tends to emigrate, but in case of vast unempoyement a part of them can become "Anti-Talents" and tend to damage the whole faction. (NOTE: AN ANTI-TALENT IS NOT A DRONE)
- Workers:
Linked SE value:none
Need: Food, Salary
Produce: Labor
Description:
Unspecialized people that provide the work-force to harvest resources and produce goods and facilities. - Drone:
Linked SE value:none
Need: Food, Salary
Produce: Labor
Description:
Low education level can produce less efficient workers. Also if not dangerous, Drones tends to become unemployed (and unhappy) in case of lack of work. - Researcher:
Linked SE value:RESEARCH
Need: Food, Salary, Research Facilities
Produce: Research
Description:
People that provide techs to your faction.
Anti-Talent:Mad Scientist
Provoke the publication of stupid articles (like: "Discovered Banana-based Fusion") on the Planetary Gazette, decreasing Leader's relyability and sometime explosion of research labs (wrong experiment)
- Economist:
Linked SE value:ECONOMY
Need: Food, Salary, Economy Facilities
Provide:Energy-to-Currency conversion, Commerce
Description:
People interested in the production of wealth.
Anti-Talent:Swindler
Decrease wealth and raise crime. - Entrepeneur:
Linked SE value:INDUSTRY
Need: Food, Labor, Industrial Facilities
Provide:Employement and Luxory Goods
Description:
People able in creating and managing businness.
Anti-Talent:Swindler
Decrease wealth and raise crime. - Policeman:
Linked SE value:POLICE
Need: Food, Salary
Produce: Decrase crime and risk of rioting
Description:
People that provide internal security to your faction.
Anti-Talent:Vigilantes
Decreasing Leader's relyability and base efficiency. - Base Militia:
Linked SE value:MORAL
Need: Food, Salary, Training Facilities
Provide:Resistance against sneak attacks.
Description:
Base Milizia are group of people that don't need a lot of training to become units, and can face a non-well organized invasion.
Anti-Talent:Mercenaires
Stole supplies and equipment and join Mercenaires Neutral Faction - Net Watcher:
Linked SE value:PROBE
Need: Food, Salary and Covert-Ops Facilities
Provide:Net security, people trained for covert-ops
Description:
People dedicated to the protection of networks and can become Spies.
Anti-Talent:Haker
Stole techs and raise crime. Stolen techs are published on the common datalinks (all other faction gain a free tech) - PSI-Talents:
Linked SE value:PLANET
Need: Food, Salary and Xeno-frendly Facilities (also a PSI resource?)
Provide:Xeno techs, Mindworms & Co.
Description:
People linked to the Planet's Mind (or something similar)
Anti-Talent:Ecoterrorist
Attack non-ecofriendly terrain enhancements, try to stop non-ecofriendly research, can provoke problems in Diplomacy field. - Medics:
Linked SE value:HEALTH
Need: Food, Salary and Hospital Facilities
Provide:Medecines, can stop plagues
Description:
People dedicated to the other people's health. Can become also Field Surgeons and join an Army to raise effect of the medecines.
Anti-Talent:???
No idea, suggestions will be welcome - Psych Chaplain:
Linked SE value:SPIRITUALITY
Need: Food, Salary and Spiritual Facilities
Provide:Spiritual Techs, Happyness, Culture
Description:
People dedicated to the other people's soul. Can become also Missionaries and convert enemy units and bases
Anti-Talent:Zealot
Try to stop research, high risk of problems in Diplomacy field.
More later...
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