Social engineering

Social engineering represents the ideology of your faction and the characteristics of its society. Indicators show the cumulative effect of your faction's characteristics and selected policies on society. Every factions starts at zero, with modifiers from: Computed into the final result. Consult the table below for more details.
 * Faction characteristics
 * Policies
 * Secret projects
 * Other variables

Politics
The Politics social category allows you to choose your basic political system.

Frontier
Frontier politics represent the informal governing arrangements made in early colonies, before populations reach levels requiring more advanced forms of government. Frontier politics provides no bonuses or penalties.


 * Prerequisite: NONE

Police State
Police States use oppression to keep their citizens in line, and allow their leaders great power over military decisions. But oppression of this type also decreases economic efficiency.


 * Effects: +2 POLICE +2 SUPPORT -2 EFFICIENCY
 * Prerequisite: Doctrine: Loyalty

Democratic
Democracies allow citizens to participate in government, and forego oppression and the stability it confers in favor of growth and efficiency. But citizens remain suspicious of large military deployments, and civilian oversight creates large military bureaucracies, so military support costs increase.


 * Effects: +2 EFFICIENCY +2 GROWTH -2 SUPPORT
 * Prerequisite: Ethical Calculus

Fundamentalist
Fundamentalist politics unite a society behind a strong, dogmatic religion. Evangelizing the populace can create loyal, even fanatical military forces, and tends to immunize citizens against (other forms of) brainwashing, but technological research tends to suffer under the continual assaults on intellectual integrity associated with such regimes.
 * Effects: +1 MORALE +2 PROBE -2 RESEARCH
 * Prerequiste: Secrets of the Human Brain

Economics
The Economics social category allows you to control the way your economy is managed.

Simple
Simple Economics describes the informal, ad hoc economy which develops in the early years of planetfall, before more organized economic systems can be put in place. Simple Economics provides no special benefits or penalties.


 * Prerequisite: NONE

Free Market
Free Market Economics turns market forces loose in your society. Unfettered market economics can produce great wealth quickly, but in the context of Planet's fragile emerging economies can also lead to extremes of pollution and ecological damage. Also, citizens rendered suddenly poor by the actions unscrupulous moguls may revolt against their energy-fattened masters.


 * Effects:+2 ECONOMY -3 PLANET -5 POLICE
 * Prerequisite: Industrial Economics

Planned
A semi-market economy kept in check by fierce governmental regulation, Planned Economics promotes stable industrial and population growth, but sacrifices efficiency.


 * Effects: +2 GROWTH +1 INDUSTRY -2 EFFICIENCY
 * Prerequisite: Planetary Networks

Green
Green Economics strive to integrate sentient progress with the needs of the biosphere. Green economies use resources efficiently and tend to avoid the excesses of industrial development which could provoke Planet's native life, but population growth necessarily suffers for lack of space.


 * Effects: +2 PLANET +2 EFFICIENCY -2 GROWTH
 * Prerequisite: Centauri Empathy

Values
The Values social category allows you to set major priorities for your society.

Survival
Survival is of course the all-encompassing first priority of early human or Progenitor space colonies. "Survival" as a priority provides no special bonuses or penalties.


 * Prerequisite: NONE

Power
Leaders seeking Power build strong, well-paid military forces to enforce their will. But Economic and industrial infrastructure may suffer from bloated "defense" budgets.


 * Effects: +2 MORALE +2 SUPPORT -2 INDUSTRY
 * Prerequisite: Advanced Military Algorithms

Knowledge
Leaders seeking Knowledge and intellectual enlightenment will pour resources into research and education. They will also tend to promote the free exchange of information, which increases efficiency but also carries greater security risks.


 * Effects: +2 RESEARCH +1 EFFICIENCY -2 PROBE
 * Prerequisite: Cyberethics

Wealth
Leaders seeking Wealth will concentrate on building economic and industrial infrastructure rapidly. They achieve rapid growth and development, with possible side effects being decadence and moral decay.


 * Effects: +1 INDUSTRY +1 ECONOMY -2 MORALE
 * Prerequisite: Industrial Automation

Future Society
Future Societies show speculatively how society may evolve in the far future.

None
None, or no Future Society, simply means that your society has not yet evolved to a far future society. No bonuses or penalties apply.

Prerequisite: NONE

Cybernetic
In the far future, citizens may turn many of the tasks of governing society over to artificially intelligent computers, increasing efficiency and freeing individuals for more creative tasks. But will workers displaced by computers sink into despair, poverty, and possible unrest?


 * Effects: +2 EFFICIENCY +2 PLANET +2 RESEARCH -3 POLICE
 * Prerequisite: Digital Sentience

Eudaimonic
Perhaps the most pleasant to contemplate living in, this far future society takes its name from an ancient Greek word for fulfillment and happiness. Eudaimonic society encourages each citizen to achieve happiness through striving to fulfill completely his or her potential. Population, Economy, and Industry all experience healthy growth. Violence fades as society grows more tolerant and just, and even when this society's hand is forced it often shoots to subdue rather than to destroy.


 * Effects: +2 GROWTH +2 ECONOMY +2 INDUSTRY -2 MORALE
 * Prerequisite: Eudaimonia

Thought Control
The ultimate in "Big Brother" methods, Thought Control effuses subtle neurochemical triggers into the atmosphere to render its population obedient, loyal, and resistant to outside ideas. But significant resources are required to maintain this level of control.


 * Effects: +2 POLICE +2 MORALE +2 PROBE -3 SUPPORT
 * Prerequisite: The Will to Power