Forgive me for being dense. I want to understand your feedback but am having a little trouble. - I'm not quite sure what is meant by "adding virtues from building another resource". Do you mean culture yields itself when you say resource or do you mean investing things like production and research into better cultural buildings and improvements? - Is your next statement about how penalties that hurt the resources you use to earn virtues make selecting virtues not worth it, even if they give you a benefit (ignoring the strength of the benefit for now) in another area? - I don't have a full understanding of the problem you are describing, but I'm also having trouble understanding the solution you've given. Is the idea that, having all players select the starts of their 4 SE choices puts everyone on the same foot in a similar way to selecting an opening loadout? - When you say open, do you mean having all 84 virtues available to select from the start or all 12 trees open to select from the start? - I just want to point out that this is the current intention. The 84 selectable virtues are entirely bonuses, some short-term, some long-term. The penalties are deployed through the game's current virtue-synergy system, where you earned additional bonuses for heavily investing in one tree or one tier. The bonuses have been changed to penalties instead so that as you select more bonuses from a tree, you'll receive stronger and stronger penalties, but your bonuses should always supersede the penalties. - Can you give more thoughts on this? Your feedback sounds most like mechanical concerns that can be fixed by changing the implementation, but this sounds more like a fundamental problem. I'd love to get more thoughts if that is the case. As for Diplomacy, I agree it's not social engineering. Honestly, the system I'm implementing is closest to government policies, edicts, and tenets. The name Social Engineering is used to underscore the huge influence Alpha Centauri's system has on this project. Diplomacy is used to replace Future Societies which I feel has been largely superseded by Affinities. I thought the diplomacy trees would help better illustrate the type of police-state/dominance/free-market/etc. the player practices, and help offload virtues that would otherwise have to fall into one of those trees. I'd love to hear alternative areas that Social Engineering can cover as a topic that might make a better replacement for diplomacy. I did have plans to have the diplomacy category be the most fluid of all the categories, making them very tempting to switch between depending on the global situation. As nice as the illustrations are, I am probably going with the stars. It is a lot clearer, especially if I go in and tweak some of the highlight behaviors for selected trees and their brightness.