Author Topic: Social Engineering: Faction Attributes  (Read 191 times)

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Social Engineering: Faction Attributes
« on: October 22, 2025, 03:46:12 am »
Very excited to announce the final set of Social Engineering attributes for Racing the Darkness. Kudos to my design team partners, Trench Dog and Eyeless Wannabe.

Administration: Measures the quality of a faction's civil administration. An analogue to Efficiency in the original game.

Cohesion: Tracks a faction's socio-political stability. Asks, are the people satisfied with your leadership?

Culture: Measures a society's creative output. Has implications for territorial expansion and the pace of doctrinal research. Driven by investments in citizen types, base facilities, social policies, and completion of Secret Projects.

Economy: An aggregate measure of faction productivity, calculated as the sum of 5 sub-factors, divided by 5: nutrient economy, mineral economy, water economy, energy economy, and commerce.

Industry: Your faction's manufacturing output. Affects the mineral cost for units and facilities.

Morale: The effectiveness and determination of a faction's combat units.

Planet: Rates the extent to which a faction's lifestyle provokes or soothes Planet.

Police: Measures a society's comfort with restrictions on personal freedom.

Probe: The quality of a faction's digital security measures.

Support: Mobilization potential.

Research: Rate of progress toward technological breakthroughs.

Growth: Population growth rate. The higher the score, the lower the nutrient cap on base expansion.

Equity: Measures the level of wealth and political inequality within a faction. Lower equity eats away at cohesion.
"There's another old saying, Senator. Don't piss down my back and tell me it rains." - Julius Augustus Caesar, attrib.

 

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