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Society Effects (SMAC)

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Effects of Social Engineering.

ECONOMYEdit

  • -3, -2 energy each base
  • -2, -1 energy each base
  • -1, -1 energy at HQ base
  • 0, Standard energy rates
  • 1, +1 energy each base
  • 2, +1 energy each square!
  • 3, +1 energy each square; +1 commerce rating!!
  • 4, +1 energy/sq; +2 energy/base; +2 commerce!!!
  • 5, +1 energy/sq; +4 energy/base; +3 commerce!!!!

EFFICEdit

  • -4, ECONOMIC PARALYSIS
  • -3, Murderous inefficiency
  • -2, Appalling inefficiency
  • -1, Gross inefficiency
  • 0, High inefficiency
  • 1, Reasonable efficiency
  • 2, Commendable efficiency
  • 3, Exemplary efficiency!
  • 4, PARADIGM ECONOMY!!

SUPPORTEdit

  • -4, Each unit costs 2 to support; no free minerals for new base.
  • -3, Each unit costs 1 to support; no free minerals for new base.
  • -2, Support 1 unit free per base; no free minerals for new base.
  • -1, Support 1 unit free per base
  • 0, Support 2 units free per base
  • 1, Support 3 units free per base
  • 2, Support 4 units free per base!
  • 3, Support 4 units OR up to base size for free!!

MORALEEdit

  • -4, -3 Morale; + modifiers halved
  • -3, -2 Morale; + modifiers halved
  • -2, -1 Morale; + modifiers halved
  • -1, -1 Morale
  • 0, Normal Morale
  • 1, +1 Morale
  • 2, +1 Morale (+2 on defense)
  • 3, +2 Morale! (+3 on defense)
  • 4, +3 Morale!!

POLICEEdit

  • -5, Two extra drones for each military unit away from territory
  • -4, Extra drone for each military unit away from territory
  • -3, Extra drone if more than one military unit away from territory
  • -2, Cannot use military units as police. No nerve stapling.
  • -1, One police unit allowed. No nerve stapling.
  • 0, Can use one military unit as police
  • 1, Can use up to 2 military units as police
  • 2, Can use up to 3 military units as police!
  • 3, 3 units as police. Police effect doubled!!

GROWTHEdit

  • -3, NEAR-ZERO POPULATION GROWTH
  • -2, -20% growth rate
  • -1, -10% growth rate
  • 0, Normal growth rate
  • 1, +10% growth rate
  • 2, +20% growth rate
  • 3, +30% growth rate
  • 4, +40% growth rate
  • 5, +50% growth rate!
  • 6, POPULATION BOOM!!

PLANETEdit

  • -3, Wanton ecological disruption; -3 Fungus production
  • -2, Rampant ecological disruption; -2 Fungus production
  • -1, Increased ecological disruption; -1 Fungus production
  • 0, Normal ecological tension
  • 1, Ecological safeguards!; Can capture native life forms
  • 2, Ecological harmony!; Increased chance of native life form capture!
  • 3, Ecological wisdom!!; Maximum chance of native life form capture!!

The PLANET rating also affects combat: the modifier is equal to PLANET rating * 10%.

PROBEEdit

  • -2, -50% cost of enemy probe team actions; enemy success rate increased
  • -1, -25% cost of enemy probe team actions; enemy success rate increased
  • 0, Normal security measures
  • 1, +1 probe team morale; +50% cost of enemy probe team actions
  • 2, +2 probe team morale; Doubles cost of enemy probe team actions!
  • 3, +3 probe team morale; Bases and units cannot be subverted by standard

Probe Teams!!

INDUSTRYEdit

  • -3, Mineral costs increased by 30%
  • -2, Mineral costs increased by 20%
  • -1, Mineral costs increased by 10%
  • 0, Normal production rate
  • 1, Mineral costs decreased by 10%
  • 2, Mineral costs decreased by 20%
  • 3, Mineral costs decreased by 30%!
  • 4, Mineral costs decreased by 40%!!
  • 5, Mineral costs decreased by 50%!!!

RESEARCHEdit

  • -5, Labs research slowed by 50%
  • -4, Labs research slowed by 40%
  • -3, Labs research slowed by 30%
  • -2, Labs research slowed by 20%
  • -1, Labs research slowed by 10%
  • 0, Normal research rate
  • 1, Labs research speeded by 10%
  • 2, Labs research speeded by 20%
  • 3, Labs research speeded by 30%
  • 4, Labs research speeded by 40%
  • 5, Labs research speeded by 50%

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