Human Space Empire
- Cultures: humans belong to a culture, which cannot be easily changed. Cultures affect areas such as governance, craft, war
- Starting cultures with histories
- Attitude towards war, personal freedom, trade, centralization, taxes and other things
- Genetics: humans can possess different genetics which affect their performance in various areas as well as alienating or attracting others
- Augmentations: (attempted) improvements of humans
- HR: quality of human resources is kept track of in various areas, tends to a specific limit defined by culture, education, hazards and other things, and is lowered when specific humans emigrate or die
- Scientific by field
- Engineering
- Agriculture
- Cultural
- Piloting
- Ground combat
- Covert ops
- etc
- Very important people tracked personally
- Infrastructure: Humans construct planetary or void infrastructure which improves their performance at cost of initial investment.
- Logistic infrastructure: improve travel costs from very high by default
- Production planetary infrastructure: improve yields for an upfront cost
- Defensive infrastructure
- Habitation
- Various kinds of infrastructure can be incompatible
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