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People are aware they are playing modded version with reshuffled tree. They tolerate discrepancy.
At some point they stop paying attention.
not modding the computer game
The Build path contains advances in materials science, engineering, and industrial organization that are directed toward the built environment. Follow this path to enhance base infrastructure and improve production.The Discover path relates to the Terran physical and life sciences, including descriptive neurology and psychology. Follow this path to unlock the potential of the flora and fauna brough to Chiron from Earth.The Explore path deals with the physical and life sciences of Chiron. Follow this path to learn more about how to influence or exploit Planet.The Conquer path focuses on technology with direct military applications. Follow this path to expand your arsenal.The Expand path is concerned with population growth and mobility. Follow this path to expand your footprint and awareness on Chiron, and to reverse-engineer the survival kit recovered from Unity.The Command path is organized around doctrines with implications for social control.The Choose path explores thought as technology associated with the ethical challenges of survival in a hostile environment. Follow this path to train your followers in ascetic techniques like water discipline or to inculcate civic virtues.
You are not talking about SMACX modding at all? Is it some completely standalone project? Sorry, I misunderstood you then.
Conquer is the clear one of the bunch. Unambiguous. I did the same thing in my mod. If you want weapons and armor, you study Conquer. You don't get them any other way. No "sprinkling of benefits" in other categories, like the original game did. The most egregious example of that was the strength 6 Missile Launcher for Explore 6: Synthetic Fossil Fuels. The Gaians should not be given the keys to the kingdom like that.Build would be straightforward, but you're undermining it with Expand. Surely if you want to expand, you have to build stuff?Discover=Earth, Explore=Chiron does not basically make sense. We don't currently know a lot of what's going on under our own oceans, and nobody would have gained that knowledge in the cataclysmic events leading up to the launch of the Unity. There's tons of stuff we don't know about our own solar system as well, and again, wouldn't in the game's fiction.I think here, you are running afoul of 2 different design preoccupations. The desire to keep a style of language for specifying categories (Explore, Discover, Build, Conquer per the original game), vs. trying to cleanly separate different areas of social endeavor. Earth Sciences vs. Xenobiology would be completely straightforward, for instance. In your shoes, I would pick one preoccupation to be "loyal" to. "Command vs. Choose" is a contrast that could work. Authoritarian examples are easy to come up with. I'm less certain what's going to be an example of a society "choosing", since generally speaking, law is a policy decision. But maybe you'll have something. I'd need to see concrete examples to pass judgment. When I think about social engineering choices and government models actually bestowed by the game, there's nothing clearly in the SE table that I'd call "choosing". Rather, a Police State is enforced, or a Democracy is enforced, or a Theocracy is enforced...It is possible that drawing a categorical contrast with "Choose" is a wrong move, and that all these things are really forms of Command.
If I want to quell Drone riots, I go with Command.
If I need to learn about adapting Earth crops to Chiron's soil, Discover.
If I want to make a weird future society, Choose is my thing.
Even the game's lore made a clear distinction between theoretical and applied sciences.
Military command and societal command aren't exactly the same thing. It's not clear to me why land, sea, air, and space Doctrines are the same thing as Police State, Thought Control, and Punishment Spheres. And Power, is it a Command or is it Conquer? I don't have extra Command or Choose categories, so I don't have any confusion on this point. And I know from Santiago's characterization that my decision is correct with respect to the game lore.
No, Explore. Pay attention to the game lore, particularly Deidre's quotes. This is Xenobiology 101.
This begs a big question: why? All your other categorizations are choices as well. You're always choosing... choose what?
When does the player start playing? What are they required to already know, in order to play? I introduce all my Politics and Economics by Tier 2, in the early game. These could all be said to be a protracted exposition about the basics of the game. A somewhat different game design could start out with these choices presupposed.
Membership in these categorizes was not intuitive. Technologies were (one might assume) grouped according to what they did in gameplay terms, but Bioadaptive Resonance, Retroviral Engineering, Photon/Wave Mechanics, Superconductors, and Matter Compression, all in the Conquer category, do not scream "military application" at first glance. Likewise, it is hard to see how Synthetic Fossil Fuels or Metallurgy are advances possible only on an alien world.
Quote from: bvaneveryNo, Explore. Pay attention to the game lore, particularly Deidre's quotes. This is Xenobiology 101.I was referring to the guidance that a player would receive in my own simulation.
That's no more or less valid than saying that every type of technology in SMAC is also a discovery,
It's supposed to be an evocative word.
My hypothesis is that, in order to play, one merely needs to be given an explanation of what is tech versus doctrine and what research along each of the branches can potentially offer.