Well I'm still against Social Engineering. As far as I can see the downsides clearly outweigh any benefits (please name them).
I've already come out with my support and reasons, unfortunately they seem to be in another thread.
The upside is that Social Engineering allows me as the player to easily select how I want to concentrate my civic choices. The civic system in Civ4 is a bunch of different bonuses/penalties that are spread over a bunch of different civics, which are only described and identified through their terms such as "Slavery" or "Freedom of Speech". I can get "Freedom of Speech" and get what I want, but it probably has other consequences too. I want to be able to weigh these together, and I'm lazy, so I want to be able to do it easily. Social Engineering allows me to easily be able to do that, by providing me a system to measure the gains/benefits. I can see in a glance that choosing one civic over another will harm/hurt different parts of my Faction (economy, military, planet-friendliness, etc.) Furthermore, by simply clicking which part I want to work on, I can have the Civics basically chosen for me, which is something in Civ4 I miss.
However, I also realize that I probably won't be doing a lot with the Civics (as you can probably tell, I'm not really interested in that part of Civ4 and SMAC), so my opinion probably be counted alongside or above others.
Rubin, might I remind you of something you said in the civics thread?
Meaning you'd more or less keep our options open for now.
However now, without even knowing what will the Social Engineering effects for the factors be or what the Social Engineering choices will be, you're already proposing to build a new screen and even tieing the number of SE choices down to 4x4.
It's probably a bit early for tying it down 4x4, but my plan (which I now realize I didn't formally express) was to early on, go with a screen exactly like Civ4's, except each CivicOption table had somewhere around 11 civics, and each one was about one of the different capabilities. So, your "Wealth" would have from -5 to 5, and while we test we could just select the one we wanted. Later on, the screen would be formatted to have the actual Social Engineering choices. I think much of the ideas here were what the screen would look like because there wasn't that much opposition to SE in the first place. Now that we've heard some, we'll probably stop measuring the window size for curtains
to:
Meaning if you later find there's some cool civics effect that you cannot or don't want to fit in a SE factor, you can still use it.
This would probably be more difficult to implement. Each of those tags relate to different pieces of code, and currently my thoughts were to make a CivicInfo and make it one step on the range of values you can have for any SE Category. That way, all the code is all done and all we need to do is add code to set what Civic is needed. If we did want to have some cool civics effect that doesn't fit into an SE factor, it would be easier to leave all that code in the Civics system, where it will be used, and copy any part we want into the new SE Factor system, rather than vice-versa. I hope I explained that well.
And to determine the effects of each value of each SE factor, may I suggest a new XML file called CIV4SocialEngineeringInfos.xml including stuff like:
Since Social Engineering is merely tying civics effects together, you could then set civics values for each SE factor value.[/QUOTE]
But then it wouldn't be Social Engineering. It would be Civics. Which means you lose the reasons why I think that Social Engineering is a better idea. If I'm wrong on this, than so be it, but at least let's figure out which way we stand before we go ahead and implement it.
Maniac, the "flexibility" issue still stands. All I asked was if we are about to build the screen.
No matter how Planetfall civics are going to be, I'd still be advocating a re-designed civics screen.
If you (or anyone else) would like to do something else, please go ahead. I did mention in this post that I may not be of much use on civics.:
I disagree with your objection to "tieing the number of SE choices down to 4x4". If the screen is defined by this, it would be pointless, of course. However, this is not the case based on my previous experiences of modifying screens. If I am wrong on this specific issue, please correct me.
I think you used the 4x4 matrix as an example, but Maniac (and I as well, at first) took it as a decision.
I offer my help where I can. Currently, there is not much I can do and I won't be detailing specific issues like a combat system or a "Design Workshop" workaround; simply because you are still brainstorming. It is a waste of both my time and your time. There has been a lot of good ideas on a SMAC/X themed mod since before Civ4 launched; there has been no such mods! I urge all of you to decide on "something" as soon as possible.
And I can only urge patience. I think we're confusing the past few years of other SMAC mods plannings with planning for this mod, which isn't the case. I'm ok with where we are, and where we're going. There's discussion, and that's fine, it's a good thing, point the things out now. You'd be amazed how well I can work so long as we have definite articles of what can be implemented, even if it's "That won't be the final word, but it's close enough so that we can play with it awhile".
However, seeing as I had thought that we were all on the same page with combat, I think we should go and finalize that first, because the tech tree and unit movement/combat, I believe, are what drive the rest of the game.