# 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%