Racing the Darkness: A Sid Meier's Alpha Centauri Fan Fiction Photoessay

aliens ! The Lieutenant loser and Sergeant Appon or whatever his name . Ripley is in the line somewhere .
 
Thanks much for the reference!

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never played the game , can't tell a thing from one another . But clearly a compendium of Science Fiction , things that might happen to Humanity . There are indeed things ı wouldn't like to be real . It is fine as it is ...
 
The seventh Social Engineering theme is Romantic choices.
  • Romantic societies attempt to preserve and reproduce a mythologized past. Their focus is less on traditional materialist or esoteric truth-seeking activities than maintaining immediate community integrity against outsiders. Romantic choices manifest improvements to loyalty and doctrinal thinking but falter economically and in terms of scientific progress.
    • Stratocratic politics are dominated by a warrior caste--one that often sees itself as the long-suffering protector of community virtue. This option is available with Doctrine: Defense and confers +2 SUPPORT, -2 EFFICIENCY, and +1 Officer in HQ.
    • Autarkic economics operate on a strictly local scale as a society tries to provide its own needs through domestic production. As eyes turn inward, dependence on neighbors strengthens social bonds. This option is available with Systems Thinking and confers +2 COHESION, +1 DISCIPLINE, +1 PLANET, -3 EFFICIENCY, and -2 RESEARCH.
    • Community values place the physical continuity and geographic togetherness of people ahead of all other ideals. This option is available with Centauri Survival and confers +1 THOUGHT, +1 GROWTH and +1 COHESION, but -2 ECONOMY.
    • Retrospective Future Societies make re-engagement with Old Earth culture the highest priority. This option is available with Doctrine: Preservation and confers -2 THOUGHT, -1 PLANET, and +2 Librarians in HQ.
The eighth theme is Technocracy.
  • Technocratic societies are managed by an elite trained in the humanistic tradition. High gains to efficiency and happiness redirect society from warfare and consumerism onto a path of self-improvement that is sometimes derided as pseudo-religious. Human populations begin to shrink.
    • Meritocratic politics filter decisions through civil servants selected on a competitive basis for their technical excellence and leadership acumen. This option is available with Doctrine: Initiative and confers +2 Administration and +1 Talent in the faction HQ.
    • Post-Scracity economics go beyond a guarantee of basic subsistence to assigning resources based on individual aptitude as well as need. The artist receives her canvas, and the dreamer his pillow. This option is available with Adaptive Economics and confers -2 Support and +2 Artists in the faction HQ.
    • Knowledge values celebrate a robust, secular education. This option is available with Intellectual Integrity and confers +2 Research, -1 Growth, -1 Doctrine, and +1 Research Pod/season.
    • Computer-assisted Future Societies will achieve better living through robotics. This option is available with Cyberethics and results in +1 Efficiency, -1 Culture, -2 Growth, and +2 Robots in HQ.
To help you further understand my approach to Social Engineering, allow me to explain some of the new Social Engineering concepts.

Administration modifiers affect the Social Engineering multiplier in each base. The better a faction's administration, the more bonuses compound and the less maluses hurt.
Cohesion is a measure of a society's commitment to leadership. Low scores make it easier for others to subvert a faction's units.
Culture influences the rate at which a society's borders grow, and the appeal of its ideology in rival bases.
Economy modifies energy production rates in friendly base squares.
Efficiency measures how much energy is lost due to inefficiency each turn, which is a product of a base's distance from the faction HQ and its Social Engineering value.
Discipline measures how much water is lost due to inefficiency each turn.
Growth is a modifier on the nutrient cap necessary to gain an additional POP at each base.
Industry modifies production cost. A high score reduces the amount of minerals required to build units and facilities.
Morale modifies the battlefield performance of living combat units.
Planet scores affect a variety of conditions, including resource production in fungus squares, worm capture probability, ecological damage levels, and the combat strength of native units.
Police measures how much unhappiness results if garrisons are light.
Probe values affect defense against sabotage.
Research affects a society's rate of technological progress.
Support affects the mineral cost to keep units in the field.
Doctrine affects a society's rate of doctrinal advance.
 
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