Society Type (SEV)
From SEWiki
Description
The Player Setup – Society Type window allows you to choose the general way of life for your people.
Societies
The following is for the stock Space Empires V game. The abilities are applied to the entire empire.
- Artisans
- A populace devoted to leisure and cultural pursuits. This society keeps its populations very happy.
- Mineral resource gathering decreased by -2%
- Organics resource gathering decreased by -2%
- Radioactive resource gathering decreased by -2%
- All research throughout the empire decreased by -4%
- Trade with other empires increased by 5%
- All population happiness increased by 5%
- Berzerkers
- A highly factioned culture with an unending desire for conquest. Bezerkers are tremendous fighters with no apparant regard for personal safety. Single-minded lust for combat takes a toll on their culture's ability to advance their economy.
- Mineral resource gathering decreased by -5%
- Organics resource gathering decreased by -5%
- Radioactive resource gathering decreased by -5%
- All research throughout the empire decreased by -5%
- Trade with other empires decreased by -5%
- All space yards throughout the empire are slower by -5%
- All component repair in the empire slowed by -5%
- All vehicle weapons have a +20% chance to hit
- All vehicle weapons get +10% to damage
- Engineers
- A populace that is dedicated to engineering pursuits. These beings are adept at construction, maintaining, and repairing complex vehicles.
- All space yards throughout the empire are faster by 5%
- All component repair in the empire increased by 5%
- Farmers
- A culture which values hard farming work above all else. Farming is given precedence above all other tasks.
- All organics resources generated increased by 10%
- Industrialists
- A society geared towards maximum industrial potential.
- Mineral resource gathering increased by 5%
- Organics resource gathering increased by 5%
- Radioactive resource gathering increased by 5%
- Faculty maintenance costs for the empire reduced by -5%
- Ship maintenance costs for the empire reduced by -5%
- Unit maintenance costs for the empire reduced by -5%
- Mechanics
- The majority of the society has a mechanical or "fix it" mentality.
- Intelligence generation throughout the empire decreased by -5%
- Trade with other empires decreased by -5%
- All component repair in the empire increased by 10%
- Faculty maintenance costs for the empire reduced by -10%
- Ship maintenance costs for the empire reduced by -10%
- Unit maintenance costs for the empire reduced by -10%
- Merchants
- Merchants have directed themselves towards economic pursuits. They excel at trade and deep space supply.
- All research throughout the empire decreased by -5%
- Intelligence generation throughout the empire decreased by -5%
- Trade with other empires increased by 10%
- Faculty maintenance costs for the empire reduced by -10%
- Ship maintenance costs for the empire reduced by -10%
- Unit maintenance costs for the empire reduced by -10%
- Miners
- A culture that excels at mining and the processing of raw ore.
- All mineral resources generated increased by 10%
- Neutral
- A race with no specific advantages or disadvantages.
- All mineral resources generated increased by 2%
- All organics resources generated increased by 2%
- All radioactive resources generated increased by 2%
- All research throughout the empire increased by 2%
- Intelligence generation throughout the empire increased by 2%
- Politicians
- A higly political culture allows for advanced trade and superior leadership in combat. However, as often happens with a politically centric directive, the basics of industry are neglected.
- All research throughout the empire decreased by -5%
- Intelligence generation throughout the empire decreased by -5%
- Trade with other empires increased by 10%
- All population happiness increased by 5%
- All population have an improved loyalty of 5%
- Refiners
- A culture that is adept at finding rare resources and refining them.
- All radioactive resources generated increased by 10%
- Schemers
- A society with a natural disposition towards dark deals and political machinations. This society is adept at intelligence operations.
- Intelligence generation throughout the empire increased by 10%
- Scientists
- The majority of the given population are devoted to scientific endeavors.
- All research throughout the empire increased by 10%
- Suppliers
- A populace that can find what you need and deliver it anywhere in the galaxy.
- Mineral resource gathering decreased by -3%
- Organics resource gathering decreased by -3%
- Radioactive resource gathering decreased by -3%
- All research throughout the empire decreased by -1%
- The empire creates ordinance at a rate of +5%
- Faculty maintenance costs for the empire reduced by -10%
- Ship maintenance costs for the empire reduced by -10%
- Unit maintenance costs for the empire reduced by -10%
- Traders
- Citizens of this culture are dedicated to the pursuit of meeting other races and establishing trade with them.
- Trade with other empires increased by 10%
- Warriors
- A culture dedicated to the pursuit of combat and conquest. Strong familial bonds hold the society together and allow it to advance in non martial areas.
- All research throughout the empire decreased by -5%
- Intelligence generation throughout the empire decreased by -5%
- All vehicle weapons have a +10% chance to hit
- All vehicle weapons get +5% to damage
- Xenophobes
- A culture which has no desire for interaction with other cultures. They desire to remain apart and distinct from the rest of the galaxy.
- Intelligence generation throughout the empire increased by 15%
- Trade with other empires decreased by -5%
