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Commy
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St. Louis, MO, USA
Mar 2004 time: 05:35
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There has been some posts and arguements about best social engineering, so now I making another thread.
Please post your favorite social engineering, and then explain why.
Best social engineering (feel free to disagree):
Democracy, Free Market, Wealth, Eudaimonia
For a grand total:
+4 Growth-Big boost to production and pretty much everything
+5 Economy-The best you can get, cash and research up to a maximum. THis makes your economy so good, you can literally buy your way victory in a war, as well as victory its self.
+3 Industry-Combined with the growth, you can literally kill anyone in production
+2 Efficiency-Helps Beauracracy, as well as the economical output. Really useful on higher levels.
-5 Police-Probably why some people hate free markets. Really sucks for the military. My advice to you: Play defensive except for probe teams. As I said earlier, you can buy your way through war, and you can with mind control. Bring out the cash!
-3 Planet-The +5 economy really picks up the tab on this one. Just put clean reactor and hypnotic trance on most units.
-2 Morale-Bad against Psi, but again, use Hypnotic Trance
-2 Support-Use clean reactor, problem solved.
However, by doing a democracy, green, power, and Eudaimonia, you have no disadvantages, and some pretty descent advantages as well.
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Jethro83
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Newcastle, Australia
Mar 2002 time: 15:35
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Depends on the faction really. Without factoring in the secret projects, this is my list:
Gaians: Democratic/Green/Knowledge/Cybernetic
Hive: Police State/Planned/Power/Eudaimonia
University: Democratic/Planned/Knowledge/Cybernetic
Morganites: Democratic/Free Market/Wealth/Cybernetic
Spartans: Democratic/Planned/Knowledge/Thought Control
Believers: Fundamentalist/Free Market/Power/Thought Control
Peacekeepers: Democratic/Planned/Knowledge/Eudaimonia
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CEO Aaron
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Everything has its price. Even you.
Aug 2002 time: 05:35
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Azreal's correct, in that what faction you play has deep repercussions on what qualifies as a 'good' SE combo. I don't necessarily agree with all his choices, however. Also, your circumstances in the game also heavily influence what choices are going to provide the most benefit.
Here are some guidelines that never fail:
If you are at peace and can run it, Wealth is the best value SE choice, with Knowledge being the vanilla runner-up. Free Market starts very strong early, but by the time the midgame rolls around and better terraforming options become available, it starts to pall. Stay out of democracy until you're done expanding horizontally. Losing those first 10 minerals in new bases is more significant than it looks.
Here's my 'best' SE picks for each faction. I don't even consider future society, btw. The game should be over by the time you have more than one of these researched.
Gaians: Demo/Planned/Wealth
Extra efficicency lets you reap the benefits of Planned's industry and Growth without losing too much energy to waste.
Hive: Police/Planned/Wealth
This is a no-brainer, really. Hive is made to run Planned/Police, and wealth counteracts the innate economy hit while adding still more industry. Sure, your troops will emerge greener than they otherwise might, but having twice as many and building reinforcements 30% faster more than makes up for it.
University: Democracy/Green/Wealth
Efficiency and Industry, this is a great peacetime research combination. Running Knowledge is also an option, but your probe rating gets sent to the showers, so you'd better have the HSA.
Morgan: Fundy/Green/Wealth
For mid-game conquest, this SE combo is very hard to beat. Wealth gives +1 energy per square, green keeps efficiency high and allows an aggressive conquest, and Fundamentalism and Creches make Wealth's morale hit disappear.
Spartans: Fundy/Planned/Knowledge
This is an interesting choice for Sparta in the early midgame. Running this SE choice, and having a Command Center, all your ground troops are built at Commando morale. One visit to a Monolith, and they're elite. Now go find your neighbors and beat them up.
Believers: Fundy/Green/Wealth
Remember this combo from Morgan? Well, it works for Mimi too. You don't get +1 energy per square, but the industry and easily mitigated morale hit make for a great combo. Really, Miriam is probably the most flexible of all the momentum factions, she can do anything except research.
Peacekeepers: Democracy/Free Market/Wealth
Your bonus talents make a Golden Age population boom a natural deciscion. Divert some of your income to wealth, build hab complexes, and shoot up to 16 population per base.
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