[Suggestion] Idea for changes to the Society Group Profiles

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SpaceWizard
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Joined: Thu Oct 02, 2025 9:00 pm

[Suggestion] Idea for changes to the Society Group Profiles

Post by SpaceWizard »

Hey, this is my first post, don't hurt me!

So, I've been going through the game manual (because it's fun), and the Society Groups caught my eye. Enforcement, Government and Commerce; these are defined as the way people think they should be managed (pg. 241). However, I feel like the themes behind Enforcement and Government overlap too much (that being a heavy handed state); and while the Government Profile is supposed to be the "communist" option (what with the hammer-and-sickle), it seems odd that they would have regime traits like "Central Computer" and "Intensive Worker Training". With these in mind, I've been thinking about how the profiles could be updated to better reflect the way a given society is organized economically.

- "Enforcement" becomes "Statist"
Statist Description: "Management is the responsibility of the state. Statism represents the people's willingness to sacrifice for the nation"

- "Government" becomes "Collectivist" (or maybe "Syndicalist" or "Communalist")
Collectivist Description: "Management is the responsibility of the community. Collectivism represents the people's willingness to contribute to the common good."

- "Commerce" becomes "Individualist"
Individualist Description: "Management is the responsibility of individuals. Individualism represents the people's focus on their own ambitions."

For each of these (well, for Statist and Collectivist), I've modified their regime feats to better align with the profiles. Statist now gives bonuses to Bureaucracy, Logistics and the Public Economy. Collectivist gives bonuses to Service Taxes, and both Pop and Worker happiness. Individualist gives bonuses to Recruitment, Commerce and the Private Economy. I've also shuffled some of the faction cards/unit feats for these, but they're *mostly* the same.

Statist:

40 - Bureaucracy (+40% Bureaucratic Bonus, Unit Feat: Military Police)
50 - Interventionism (+40% Public Industrial Bonus, Faction Card: All for the Front)
60 - State Companies (+50% Logistical Bonus, Unit Feat: Elite Trainer)
70 - Party Committees (+60% Bureaucratic Bonus, Faction Card: Administrative Review)
80 - Yearly Quotas (+80% Public Industrial Economy Bonus)
90 - Central Planning (+100% Logistical Bonus)

Collectivist:

40 - Social Contract (+50% Service Tax Bonus, Unit Feat: Medical Team)
50 - Safety Net (+50% Pop Happiness Bonus, Faction Card: Double Shift)
60 - Worker's Rights (+50% Worker Happiness Bonus, Unit Feat: Field Kitchen)
70 - Communal Spirit (+100% Service Tax Bonus, Faction Card: Solidarity Oath/Sacred Oath)
80 - Universal Services (+100% Pop Happiness Bonus)
90 - Cooperative Ownership (+100% Worker Happiness Bonus)

Individualist:

40 - Free Market (+40% Private Economy Bonus, Faction Card: Commercial Project)
50 - Entrepreneurship (+100% Soldier/Colonist Recruitment Bonus, Unit Feat: Scavengers)
60 - Elite Networking (+100% Commerce Bonus, Faction Card: Investor Backing)
70 - Corporations (+80% Private Economy Bonus, Unit Feat: Corporate Officer)
80 - Human Resources (+200% Recruitment Bonus, Faction Card: Co-optation)
90 - Stock Market (+200 % Commerce Bonus, Unit Feat: Appropriation Team)


(Edit) So under this setup, Syndics would be Democratic, Collectivist and Heart. A Soviet-style regime would be Autocratic, Statist and Mind. A fascist regime would be Autocratic, Statist and Fist. A liberal government would be Democratic, Individualist and Heart or Mind, etc.

(Edit 2) Maybe "Double Shift" for Collectivist 50 could be moved to Statist 80 while something like "Public Works" is added in its place.
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