Praetyre
King
Ello. This little project of mine started with a personal nanomod to address what I viewed to be an imbalance in Free Market's penalties, and has since grown to a more extensive rebalancing of SMAC's social engineering choices. Overall, each social engineering choice should offer as many penalties as it does advantages, resulting in a greater and sharper distinction between the very factions and ideologies that make up the core of SMAC's story and gameplay, and yielding these policies a greater sense of "personality".
The SE's are now as follows:
Politics
Police State
+2 POLICE
+2 PROBE (shifted from Fundamentalism. A closed society with greater restriction on the flow of information, such as China or North Korea, is obviously going to be less vulnerable to infiltration by foreign subversives)
-2 EFFICIENCY
-2 TALENT (the suppresion of the academic class and individual ambition results in both greater rebellion from the best and brightest and necessitates the very measures police states champion in the first place)
Democratic
+2 EFFICIENCY
+2 GROWTH
-2 PROBE (much like Knowledge, Democratic societies value free flow of information in the form of public discourse and open political processes, which are easier targets for foreign subversives than police states or theocracies)
-2 POLICE (ditto. Also democracies permit greater degrees of political independence and expression to their citizens, which can allow countercultural and radical movements to proliferate)
Fundamentalist
+2 MORALE (balancing out positives and negatives equally)
+2 SUPPORT (swapped from Police State)
-2 RESEARCH
Economy
Free Market
+2 ECONOMY
-3 PLANET
-3 SUPPORT (free market economies are oriented towards the production of consumer goods, rather than the production of arms and other tools of war at the command of government planners. In game terms, a Free Market faction will be militarily isolationist and economically globalist, only maintaining a small standing army for combating the native incursions spawned by it's pollution)
Planned
+2 GROWTH
+1 INDUSTRY
-3 EFFICIENCY (balancing out advantages with penalties. A Planned economy will either have to make due with bureaucratic efficiency and corruption in exchange for greater control of industry, combat growing social unrest extend it's approach to economics to the whole of society with Police State or cauterize these effects by implementing a democratic system of government)
Green
+2 PLANET
+2 EFFICIENCY
-2 GROWTH
-1 INDUSTRY (balancing out again. Industry is strong enough a factor to count as a sufficient weight against this SE)
Values
Power
Unchanged
Knowledge
+2 RESEARCH
+2 TALENT (should be fairly self explanatory. Also, efficiency has been shifted around a bit)
-2 PROBE
Wealth
Unchanged
Future Society
Cybernetic
+2 EFFICIENCY
+2 TALENT (why would a Cybernetic society be eco-friendly? You'd think they'd be all about technofying Planet in the name of progress...)
+2 RESEARCH
-3 POLICE
-1 GROWTH (same reasoning as the cyborgs. Plus, it must be expensive to cyborgize every kid properly, not to mention the inherent minority such a transhuman, intellectual movement would be...)
-1 PLANET (see above. Technology replacing nature, folks)
-1 PROBE (same reasoning as Knowledge. I can only imagine what you could do if you hacked the brain of a cyborg)
Eudaimonic
+2 GROWTH
+2 ECONOMY
+2 INDUSTRY
-3 MORALE (balancing out again)
-2 SUPPORT (exact same reasoning as the original gave for morale, plus balancing)
-1 POLICE (ditto. Basically, Eudaimonic societies sacrifice military capability for becoming an economic powerhouse)
Thought Control
+2 POLICE
+2 MORALE
+2 PROBE
-3 RESEARCH (diversification and shifting around of bonuses and penalties, both for Future Societies and in general. Also, provides a subtle parallel to the enforced technological stasis of many a dystopia. The new Datalinks description says it all.
Just download the attachments, extract into your SMACX folder and enjoy.
Thus far, it's for SMACX only, but I don't see why you couldn't get it working under SMAC with a simple copy-and-paste job. Feel free to comment, suggest, praise or critique. Tis my first attempt at modding this venerable giant, and I hope I can make someone's game that much funner.
The SE's are now as follows:
Spoiler :


Police State
+2 POLICE
+2 PROBE (shifted from Fundamentalism. A closed society with greater restriction on the flow of information, such as China or North Korea, is obviously going to be less vulnerable to infiltration by foreign subversives)
-2 EFFICIENCY
-2 TALENT (the suppresion of the academic class and individual ambition results in both greater rebellion from the best and brightest and necessitates the very measures police states champion in the first place)
Democratic
+2 EFFICIENCY
+2 GROWTH
-2 PROBE (much like Knowledge, Democratic societies value free flow of information in the form of public discourse and open political processes, which are easier targets for foreign subversives than police states or theocracies)
-2 POLICE (ditto. Also democracies permit greater degrees of political independence and expression to their citizens, which can allow countercultural and radical movements to proliferate)
Fundamentalist
+2 MORALE (balancing out positives and negatives equally)
+2 SUPPORT (swapped from Police State)
-2 RESEARCH


Free Market
+2 ECONOMY
-3 PLANET
-3 SUPPORT (free market economies are oriented towards the production of consumer goods, rather than the production of arms and other tools of war at the command of government planners. In game terms, a Free Market faction will be militarily isolationist and economically globalist, only maintaining a small standing army for combating the native incursions spawned by it's pollution)
Planned
+2 GROWTH
+1 INDUSTRY
-3 EFFICIENCY (balancing out advantages with penalties. A Planned economy will either have to make due with bureaucratic efficiency and corruption in exchange for greater control of industry, combat growing social unrest extend it's approach to economics to the whole of society with Police State or cauterize these effects by implementing a democratic system of government)
Green
+2 PLANET
+2 EFFICIENCY
-2 GROWTH
-1 INDUSTRY (balancing out again. Industry is strong enough a factor to count as a sufficient weight against this SE)


Power
Unchanged
Knowledge
+2 RESEARCH
+2 TALENT (should be fairly self explanatory. Also, efficiency has been shifted around a bit)
-2 PROBE
Wealth
Unchanged


Cybernetic
+2 EFFICIENCY
+2 TALENT (why would a Cybernetic society be eco-friendly? You'd think they'd be all about technofying Planet in the name of progress...)
+2 RESEARCH
-3 POLICE
-1 GROWTH (same reasoning as the cyborgs. Plus, it must be expensive to cyborgize every kid properly, not to mention the inherent minority such a transhuman, intellectual movement would be...)
-1 PLANET (see above. Technology replacing nature, folks)
-1 PROBE (same reasoning as Knowledge. I can only imagine what you could do if you hacked the brain of a cyborg)
Eudaimonic
+2 GROWTH
+2 ECONOMY
+2 INDUSTRY
-3 MORALE (balancing out again)
-2 SUPPORT (exact same reasoning as the original gave for morale, plus balancing)
-1 POLICE (ditto. Basically, Eudaimonic societies sacrifice military capability for becoming an economic powerhouse)
Thought Control
+2 POLICE
+2 MORALE
+2 PROBE
-3 RESEARCH (diversification and shifting around of bonuses and penalties, both for Future Societies and in general. Also, provides a subtle parallel to the enforced technological stasis of many a dystopia. The new Datalinks description says it all.
Just download the attachments, extract into your SMACX folder and enjoy.
Thus far, it's for SMACX only, but I don't see why you couldn't get it working under SMAC with a simple copy-and-paste job. Feel free to comment, suggest, praise or critique. Tis my first attempt at modding this venerable giant, and I hope I can make someone's game that much funner.