User Guide

CONTROLLING SOCIETY
CHAPTER 5
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DIPLOMACY
The least predictable part of your own faction’s survival on Planet is dealing
with the other six factions. Each of the other faction leaders is a distinct per-
sonality, with his or her own goals, motivations and temperament. You have
to know when to get tough and when to ease off, when giving a little yields
long-term rewards and when it just makes you seem weak.
FACTIONS
Each faction behaves in a manner consistent with its individual nature.
The philosophies of the factions mentioned below are explained begin-
ning on p. 11.
Distinguishing data for the factions is given in several categories:
Faction Characteristics are adjustments to social factors that are intrinsic
to that faction.
Aggression indicates how eager the faction is for a fight. There are three
levels: Aggressive, Erratic, Pacifist.
Priorities represent what’s most important to the faction. There are four
possible priorities:
Explore (The faction seeks to occupy as much territory as possible)
Discover (The faction seeks to discover new technologies)
Build (The faction seeks to build up its bases as much as possible)
Conquer (The faction seeks to maximize military strength)
Starting Tech is any technologies that the faction automatically possesses
at the start of the game.
Agendas are Social Engineering choices that the faction always makes,
when available.
Aversions are Social Engineering choices that the faction never makes.