I can't think of anything in the game where Ethos was the only influencing factor. At least, not anything aside from certain parts of the Ethos system. Alan and I had a fair number of brainstorming sessions where we'd sit down and talk about "everything that affects 'X'" (whichever subsystem we were designing) and we generally did a thorough job. The game would've been better with Ethos, to be sure, but there was just not time enough to be sure it'd be done right, especially when it came to the "ethos combat" system.
There are other factors, though. The system by which government policies are changed reflects a good measure both of your race and the internal differences of need and opinion therein, and while it's not quite the same as Ethos, it should still give you a bit of a taste of social engineering.
There are other factors, though. The system by which government policies are changed reflects a good measure both of your race and the internal differences of need and opinion therein, and while it's not quite the same as Ethos, it should still give you a bit of a taste of social engineering.

I just got back from eating crow with the money boys. They said I'm a lousy project manager...that I need to learn what Gant chart are. (
) They even said one of our guys is telling all the Netrats to bug Mr. Big with whiney e-mails...
chases Stormen
around the desk)
Yes, that's exactly why I winced the first time I read Alan's description of Ethos. I've done just enough programming to know what a pain it can be to get this to work with that. Making some intangible set of factors affect nearly everything is asking for trouble. Even if the effects are intended to be secondary they will have to be balanced. The time required to balance features is not linear but some higher order function of the number of processes affecting the feature.
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