So here are the Datalinks descriptions of some hypothetical changes to the SE settings. It has been informed by many of the other threads on the topic, but I hope to keep it distinct. One aspect in particular is the transformation of Police State into something of a "peace-time only" government.
Of course, it is quite possible that the factions would have to be rebalanced to account for the change in SE settings, but that is a discussion for another day.
Politics
Frontier
Frontier politics represent the informal governing arrangements made
in early colonies, before populations reach levels requiring more
advanced forms of government. The ad hoc and disorganized nature of the system, however, results in a significant amount of inefficiency.
-2 Efficiency
Prerequisite: None
Police State
Police States use oppressive martial law and covert "secret police" to keep its citizens in line. However, the heavy-handed domestic policies minimize the resources available for conflict abroad.
+2 Police
+1 Probe
-2 Support
Prerequisite: Doctrine: Loyalty
Democracy
Democracies allow citizens to participate in government, and forgo oppression and the stability it confers in favor of local government and civil liberties. Decentralized government increases efficiency while freedom of thought improves research efforts, but the emphasis on personal freedoms and governmental transparency reduce the effectiveness of police forces and covert operations.
+2 Efficiency
+1 Research
-2 Police
-1 Probe
Prerequisite: Ethical Calculus
Charismatic
Charismatic politics unite a society behind a strong, dogmatic religion or philosophical ideal. Evangelizing the populace can create loyal, even fanatical military forces, and the focus on traditional values results in faster population growth, but technological research tends to suffer under the continual assaults on intellectual integrity associated with such regimes.
+2 Morale
+2 Growth
-2 Research
Prerequisite: Social Psych
Economics
Simple
Simple Economics describes the informal, ad hoc economy which develops
in the early years of planetfall, before more organized economic
systems can be put in place. The disorganized nature of this system results in inefficiency and weakened economic output.
-1 Efficiency
-1 Economy
Prerequisite: None
Free Market
Free Market Economics turns market forces loose on society. Unfettered market economics can produce great wealth quickly, but draw resources that would otherwise go into military support. Also, citizens rendered suddenly poor by the actions unscrupulous moguls may revolt against their energy-fattened masters.
+2 Economy
+1 Efficiency
-3 Police
-2 Support
Prerequisite: Industrial Economics
Planned
A semi-market economy kept in check by fierce governmental regulation, Planned Economics promotes stable industrial growth and can allocate significant resources to military support, but sacrifices efficiency.
+2 Support
+1 Industry
-2 Efficiency
Prerequisite: Planetary Networks
Green
Green Economics strive to integrate sentient progress with the needs of the biosphere. Green economies produce a significant focus on technological development and tend to avoid the excesses of industrial development which could provoke Planet's native life, but industrial output naturally suffers as a result of conservationist restrictions.
+2 Planet
+1 Research
-2 Industry
Prerequisite: Centauri Empathy
Values
Survival
Survival is of course the all-encompassing first priority of early human space colonies. "Survival" as a priority provides no special bonuses or penalties.
Prerequisite: None
Growth
Leaders seeking Growth will invest their resources in facilities and institutions promoting population growth and in the industrial base to support those institutions. They achieve rapid growth and development, but produce significant amounts of pollution as a byproduct.
+2 Growth
+2 Industry
-2 Planet
Prerequisite: Secrets of the Human Brain
Security
Leaders seeking Secuirty build strong, well-paid military and police forces to enforce their will. But Economic infrastructure may suffer from bloated "defense" budgets.
+2 Support
+1 Police
-1 Economy
Prerequisite: Advanced Military Algorithms
Progress
Leaders seeking progress will pour resources into education, research, and economic infrastructure. This will result in faster technological development and a stronger economy, but the higher emphasis on quality of life and family planning will slow population growth.
+1 Research
+1 Economy
-2 Growth
Prerequisite: Cyberethics
Future Society
None
"None", or no Future Society, simply means that your society has not
yet evolved to a far future society. No bonuses or penalties apply.
Prerequisite: None
Cybernetic
In the far future, citizens may turn many of the tasks of governing
society over to artificially intelligent computers, increasing efficiency and industrial output by applying optimal resources to each problem. But will workers continually displaced by unfeeling computers sink into despair, poverty, and possible unrest?
+2 Efficiency
+2 Industry
+1 Planet
-3 Police
Prerequisite: Digital Sentience
Eudaimonic
Perhaps the most pleasant to contemplate living in, this far future
society takes its name from an ancient Greek word for fulfillment
and happiness. Eudaimonic society encourages each citizen to achieve
happiness through striving to fulfill completely his or her potential.
Population, Economy, and Research all experience healthy growth.
Violence fades as society grows more tolerant and just, and even when
this society's hand is forced it often shoots to subdue rather than
to destroy.
+2 Growth
+1 Research
+1 Economy
-2 Morale
Prerequisite: Eudaimonia
Thought Control
The ultimate in "Big Brother" methods, Thought Control effuses
subtle neurochemical triggers into the atmosphere to render its
population obedient, loyal, and resistant to outside ideas.
But significant resources are required to maintain this level
of control.
+2 Morale
+2 Police
+1 Probe
-3 Industry
Prerequisite: The Will to Power
-----------------------------------------------------------------------
Anyway, so among the flaws that jump out at me: Growth is available far earlier than the other two value systems, and players may well choose it for the short run simply because it is the only option.
Also, Eudaimonic Future Society looks, to me, like a copy of Progress Values with an extra +2 Growth and a different penalty.
In any case, if there are any glaring flaws that I missed, please don't hesitate to tell me!
Of course, it is quite possible that the factions would have to be rebalanced to account for the change in SE settings, but that is a discussion for another day.
Politics
Frontier
Frontier politics represent the informal governing arrangements made
in early colonies, before populations reach levels requiring more
advanced forms of government. The ad hoc and disorganized nature of the system, however, results in a significant amount of inefficiency.
-2 Efficiency
Prerequisite: None
Police State
Police States use oppressive martial law and covert "secret police" to keep its citizens in line. However, the heavy-handed domestic policies minimize the resources available for conflict abroad.
+2 Police
+1 Probe
-2 Support
Prerequisite: Doctrine: Loyalty
Democracy
Democracies allow citizens to participate in government, and forgo oppression and the stability it confers in favor of local government and civil liberties. Decentralized government increases efficiency while freedom of thought improves research efforts, but the emphasis on personal freedoms and governmental transparency reduce the effectiveness of police forces and covert operations.
+2 Efficiency
+1 Research
-2 Police
-1 Probe
Prerequisite: Ethical Calculus
Charismatic
Charismatic politics unite a society behind a strong, dogmatic religion or philosophical ideal. Evangelizing the populace can create loyal, even fanatical military forces, and the focus on traditional values results in faster population growth, but technological research tends to suffer under the continual assaults on intellectual integrity associated with such regimes.
+2 Morale
+2 Growth
-2 Research
Prerequisite: Social Psych
Economics
Simple
Simple Economics describes the informal, ad hoc economy which develops
in the early years of planetfall, before more organized economic
systems can be put in place. The disorganized nature of this system results in inefficiency and weakened economic output.
-1 Efficiency
-1 Economy
Prerequisite: None
Free Market
Free Market Economics turns market forces loose on society. Unfettered market economics can produce great wealth quickly, but draw resources that would otherwise go into military support. Also, citizens rendered suddenly poor by the actions unscrupulous moguls may revolt against their energy-fattened masters.
+2 Economy
+1 Efficiency
-3 Police
-2 Support
Prerequisite: Industrial Economics
Planned
A semi-market economy kept in check by fierce governmental regulation, Planned Economics promotes stable industrial growth and can allocate significant resources to military support, but sacrifices efficiency.
+2 Support
+1 Industry
-2 Efficiency
Prerequisite: Planetary Networks
Green
Green Economics strive to integrate sentient progress with the needs of the biosphere. Green economies produce a significant focus on technological development and tend to avoid the excesses of industrial development which could provoke Planet's native life, but industrial output naturally suffers as a result of conservationist restrictions.
+2 Planet
+1 Research
-2 Industry
Prerequisite: Centauri Empathy
Values
Survival
Survival is of course the all-encompassing first priority of early human space colonies. "Survival" as a priority provides no special bonuses or penalties.
Prerequisite: None
Growth
Leaders seeking Growth will invest their resources in facilities and institutions promoting population growth and in the industrial base to support those institutions. They achieve rapid growth and development, but produce significant amounts of pollution as a byproduct.
+2 Growth
+2 Industry
-2 Planet
Prerequisite: Secrets of the Human Brain
Security
Leaders seeking Secuirty build strong, well-paid military and police forces to enforce their will. But Economic infrastructure may suffer from bloated "defense" budgets.
+2 Support
+1 Police
-1 Economy
Prerequisite: Advanced Military Algorithms
Progress
Leaders seeking progress will pour resources into education, research, and economic infrastructure. This will result in faster technological development and a stronger economy, but the higher emphasis on quality of life and family planning will slow population growth.
+1 Research
+1 Economy
-2 Growth
Prerequisite: Cyberethics
Future Society
None
"None", or no Future Society, simply means that your society has not
yet evolved to a far future society. No bonuses or penalties apply.
Prerequisite: None
Cybernetic
In the far future, citizens may turn many of the tasks of governing
society over to artificially intelligent computers, increasing efficiency and industrial output by applying optimal resources to each problem. But will workers continually displaced by unfeeling computers sink into despair, poverty, and possible unrest?
+2 Efficiency
+2 Industry
+1 Planet
-3 Police
Prerequisite: Digital Sentience
Eudaimonic
Perhaps the most pleasant to contemplate living in, this far future
society takes its name from an ancient Greek word for fulfillment
and happiness. Eudaimonic society encourages each citizen to achieve
happiness through striving to fulfill completely his or her potential.
Population, Economy, and Research all experience healthy growth.
Violence fades as society grows more tolerant and just, and even when
this society's hand is forced it often shoots to subdue rather than
to destroy.
+2 Growth
+1 Research
+1 Economy
-2 Morale
Prerequisite: Eudaimonia
Thought Control
The ultimate in "Big Brother" methods, Thought Control effuses
subtle neurochemical triggers into the atmosphere to render its
population obedient, loyal, and resistant to outside ideas.
But significant resources are required to maintain this level
of control.
+2 Morale
+2 Police
+1 Probe
-3 Industry
Prerequisite: The Will to Power
-----------------------------------------------------------------------
Anyway, so among the flaws that jump out at me: Growth is available far earlier than the other two value systems, and players may well choose it for the short run simply because it is the only option.
Also, Eudaimonic Future Society looks, to me, like a copy of Progress Values with an extra +2 Growth and a different penalty.
In any case, if there are any glaring flaws that I missed, please don't hesitate to tell me!
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