In line with my previous statements on abstraction versus detail, I'd prefer to leave the explantions of the concepts somewhat open.
I suggest the name
Psych Grid.
The Psych Grid
combines energy, psi and whatever else we can think of that is required to keep citizens, workers and military
"happy". As in both SMAC/X and Civ4, happiness can be derived from many different sources; military protection, police, luxuries (resources), culture, facilities, etc. I use the abstract term Psych to denote any kind of happiness (or happiness effect)--just as it is done in SMAC/X; I leave it to the player to deal with connotations; be it education, fungal gin, safety, etc.
The Grid is the structure by which
Psych is distributed outside of the bases, but this should be considered in close relation to what happens at the base. For example, researchers "in the field" need to be in close contact with the labs at the base in order to work more efficiently.
Energy (or power) is distributed via the Grid as part of the Psych abstraction but the grid is capable of far more than simply conveying wireless power. Whether energy is converted somehow into psi or psi is distributed via the grid is irrelevant. My reasoning for the slider conversion from gold (energy) to psych is simply that the grid has a
maintenance and "running" cost and the more gold poured into the Psych Grid the more efficient it becomes.
This approach can fit with
Maniac's idea of Planet related effects. The Psych Grid is sustained by some kind of generators or emitters, conveying energy, psi and all that--from the base, that is. If the base holds a Psi Controller facility or something, more
psi is distributed via the Psych Grid and affects native lifeforms inside the Psych Grid (cultural borders), but the Psych Grid can function even without any significant psi distribution (though native life would probably be increasingly aggressive). Without the safety provided by "psi protection" we can rationalize that safety is derived from drugs or some kind of propaganda, etc., etc.
I should think it possible to have a specific base facility depend on Planet rating, so that we can
allow borders to extend based on Planet rating. For example, consider two facilities: The Grid Administration and the Manifold Resonator.
The Grid Administration facility gives and affects a level 4 Psych Grid. The Manifold Resonator provides a Psych Grid level corresponding to the current Planet rating; hence with a Planet rating of 4 the Manifold Resonator affects the same area as a Grid Administration. With a Planet rating of 6 the Manifold Resonator provides a level 6 Psych Grid, etc., etc. Even with a Grid Administration present in the base, the Manifold Resonator will still strengthen the Psych Grid, thus making Planet rating matter even if you are running a low Planet rating (we could even make it so that a negative Planet rating subtracts accumulated "culture" from plots if a Manifold Resonator is present at the base. -5 Planet rating would affect a level 5 area negatively. Might be worth considering if we can scrap such facilities.)
We can think of all sorts of Planet rating related effects within the Psych Grid; bonus/penalty to psi warfare, fungus tile output, fungal blooms, etc.
This basically represents how I've viewed the concept of culture since post
#11 in this thread with the addition of Planet rating effects.