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Vultur
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Milan
Jun 2000 time: 06:23
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This is a list of some ideas gathered during Stella Polaris design:
Social Engeneering
SMAC was an innovative Civ game for many reasons: the use of 3D graphic, the differences between the factions, the possibility to modify/create factions and the Social Engeneering.
The problem is that SE used in a SMAC-like way is few realistic and challenging: it's possible to change the whole Faction spending some money, without any problem. My idea is to reform SE under a new prospective:
Social Engeneering is the sum of all values that the faction teach to his population.
So if you change SE setting it will require time to teach to your people a new way of living and this can provoke problems.
Talents
To reach this goal my idea was to link the presence of "Talents" to the values in SE, for example a lot of RESEARCH will allow more Researchers that are the only who can discover techs (so you cannot research simply "allocating energy"). An other idea was the unemployement: when a SE value decrease, also the need of talents related to this value decrease, generating unemployement. Uneployed talents tends to emigrate, but in case of vast unempoyement a part of them can become "Anti-Talents" and tend to damage the whole faction. (NOTE: AN ANTI-TALENT IS NOT A DRONE)
- Workers:
Linked SE value:none
Need: Food, Salary
Produce: Labor
Description:
Unspecialized people that provide the work-force to harvest resources and produce goods and facilities.
- Drone:
Linked SE value:none
Need: Food, Salary
Produce: Labor
Description:
Low education level can produce less efficient workers. Also if not dangerous, Drones tends to become unemployed (and unhappy) in case of lack of work.
- Researcher:
Linked SE value:RESEARCH
Need: Food, Salary, Research Facilities
Produce: Research
Description:
People that provide techs to your faction.
Anti-Talent:Mad Scientist
Provoke the publication of stupid articles (like: "Discovered Banana-based Fusion") on the Planetary Gazette, decreasing Leader's relyability and sometime explosion of research labs (wrong experiment)
- Economist:
Linked SE value:ECONOMY
Need: Food, Salary, Economy Facilities
Provide:Energy-to-Currency conversion, Commerce
Description:
People interested in the production of wealth.
Anti-Talent:Swindler
Decrease wealth and raise crime.
- Entrepeneur:
Linked SE value:INDUSTRY
Need: Food, Labor, Industrial Facilities
Provide:Employement and Luxory Goods
Description:
People able in creating and managing businness.
Anti-Talent:Swindler
Decrease wealth and raise crime.
- Policeman:
Linked SE value:POLICE
Need: Food, Salary
Produce: Decrase crime and risk of rioting
Description:
People that provide internal security to your faction.
Anti-Talent:Vigilantes
Decreasing Leader's relyability and base efficiency.
- Base Militia:
Linked SE value:MORAL
Need: Food, Salary, Training Facilities
Provide:Resistance against sneak attacks.
Description:
Base Milizia are group of people that don't need a lot of training to become units, and can face a non-well organized invasion.
Anti-Talent:Mercenaires
Stole supplies and equipment and join Mercenaires Neutral Faction
- Net Watcher:
Linked SE value:PROBE
Need: Food, Salary and Covert-Ops Facilities
Provide:Net security, people trained for covert-ops
Description:
People dedicated to the protection of networks and can become Spies.
Anti-Talent:Haker
Stole techs and raise crime. Stolen techs are published on the common datalinks (all other faction gain a free tech)
- PSI-Talents:
Linked SE value:PLANET
Need: Food, Salary and Xeno-frendly Facilities (also a PSI resource?)
Provide:Xeno techs, Mindworms & Co.
Description:
People linked to the Planet's Mind (or something similar)
Anti-Talent:Ecoterrorist
Attack non-ecofriendly terrain enhancements, try to stop non-ecofriendly research, can provoke problems in Diplomacy field.
- Medics:
Linked SE value:HEALTH
Need: Food, Salary and Hospital Facilities
Provide:Medecines, can stop plagues
Description:
People dedicated to the other people's health. Can become also Field Surgeons and join an Army to raise effect of the medecines.
Anti-Talent:???
No idea, suggestions will be welcome
- Psych Chaplain:
Linked SE value:SPIRITUALITY
Need: Food, Salary and Spiritual Facilities
Provide:Spiritual Techs, Happyness, Culture
Description:
People dedicated to the other people's soul. Can become also Missionaries and convert enemy units and bases
Anti-Talent:Zealot
Try to stop research, high risk of problems in Diplomacy field.
More later... 
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Leland
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How about bioterrorist as the anti-medic?
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Straybow
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SG(2)… gone but not forgotten
Jan 1970 time: 23:23
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Interesting idea. Somewhere I had posted something about making research something that only comes by training and facilities. One thing about anti-talents, they should not be automatic. Many unemployed specialists merely take up low-paying jobs and keep hoping for new opportunities in their field, or even use their savings to get training in another field.
Medic anti-talent: drug dealer
Steals drugs and hospital supplies, makes and sells methamphetamines etc, provides medical services on the black market.
__________
I do like the idea of having leadership characters in charge of bases. Using a probe to gain control of a base means trying to subvert leaders. No probe actions should ever be automatic the way it is in Civ, SMAC, etc. You might be successful in gaining one leader, but another leader or an ordinary talent/worker might discover the betrayal and foil it. Military commanders might attempt to seize control, but leaders/subordinates might realize the betrayal and arrest/kill the traitor. Getting someone to pass on information is much easier.
The same for stealing tech. For any research project there are enormous quantities of data and documents. Stealing tech should simply a number of research points towards the tech in question. Only a Research specialist can utilize the data, somewhat akin to linking an AA to a node. Stealing the same tech from two bases will likely duplicate much of the data already gained. Stealing the same tech from another faction is less likely to duplicate. In any case, diminishing of marginal returns should be steep.
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