From StrategyWiki, the video game walkthrough and strategy guide wiki
Revision as of 07:53, 11 March 2008 by Philcha (talk | contribs) (new)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search
The Research Menu at the start of a game. The highlighted tech area (Power) is being researched.

The Sociology techs appear in the 2nd row of the right column in the Research menu. Sociology has by far the most singleton techs of all the subjects.

0 RP: starting techs

None. You have to research all the Sociology techs if the game starts at Pre-Warp.

150 RP: Military Tactics

Space Academy (100 PP; maintenance 2 BC)

Building that trains warship crews. Any ship built by a colony with a Space Academy starts out one experience level higher. Any ship stationed in a system with a Space Academy gains +1 experience point each turn. Experience increases a ship's accuracy, its ability to dodge eneny fire, and its Marines' skill in performing or defending against boarding actions. (Ships also gain experience just by staying alive, but much more slowly.)

650 RP: Xeno Relations

Xeno Psychology

Achievement that makes your diplomatics more persuasive in dealings with other empires.

Alien Management Center (60 PP; maintenance 1 BC)

Building that makes conquered colonists work harder, assimilate twice as fast, and half as likely to rebel.

Best choice for non-Creatives: Alien Management Center. Diplomacy is usually forbidden in online games; and is unlikely to be much use in single-player games because Repulsive is the most common negative pick in race design.