A Guide to Social Projects
from
Stardock Forums
A question appear on the main forum about social projects so here's a breakdown. Social projects can be divided into several categories.
PQ enhancements:
are essential - these are the most beneficial enhancements out there
Soil Enhancements: well worth it
Habitat Improvement: same cost/effect as SE
Terraforming: construction costs viable only at the most industrustrious planets
Economic enhancements
give you more money - if you want more money, build these; need I say more
Banking Center: extreme value
Economic Exchange: great if you have the social spending to build it
Stock Market: extreme value and great moral boost too
Moral enhancements
are for everyone - for population growth to go to war or to increase tax income these are the social projects to build
Entertainment Net: first major moral booster and a great value
Multimedia Cen: not bad, build if you need the moral
Harmony Gen: expensive to build, again build if you need the moral
Virtual Reality C: operating costs make this pure trash
Stadium: extreme value and low cost
Teleporters: extreme value and moderate cost
Orbital Hospital: either you really need the moral or you have a really good research planet - not a value
Research enhancements:
are for techers - better to acquire research resources instead, but buildings are worth it
Research Lab: best value
Research Cen: with enough research spending build it
Info Net: worst deal out there
Neural Net: with enough research spending and economic activity consider building it
Galactic Research: with enough research spending build it
Industrial enhancements
are for builders - build these at your high production colonies
Manufacturing: first industrial booster and great value
Fusion Power: low construction cost and economy boost offset by a large operating cost - build for your richer colonies
Anti-matter: expensive to build but best over the long run
Influence enhancements
are for cultural victories - build these at your cultural centers
Embassy: moral and economy bonus makes this a moderate value
Cultural Exchange: expensive to upkeep - destroy when no longer needed
Cultural resist
are for preventing flipping - never build these unless you need them to combat enemy culture
News Net: excellent value and some moral thrown in
Secret Police: best value for cultural resist
Propaganda Cen: absolute trash
Re-education: very expensive but effective
Spin Control: trash, but sometimes you must
Multi-purpose enhancements
are not exceptional - build these if you want a mixture of benefits or if there are no good values to construct
Medical Center: economics, moral, and starship - not bad but not good
Trade Center: excellent except for the high construction cost
Starship enhancements
are for the military - shipyards can be built everywhere , but try to concentrate everything else a few highly productive colonies
Shipyard: cheap and good
Advanced QC: why did you build this - but if captured, it isn't worth destroying
SS Foundry: good but expensive
Hyperion Shipyard: good but really expensive
Planetary Defensives
are for dire conditions (or for the paper tiger) - build sparingly since these upkeep costs are prohibitive for mass construction
Planetary Defense
SS Defense
Omega Defense
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PQ enhancements:
are essential - these are the most beneficial enhancements out there
Soil Enhancements: well worth it
Habitat Improvement: same cost/effect as SE
Terraforming: construction costs viable only at the most industrustrious planets
Economic enhancements
give you more money - if you want more money, build these; need I say more
Banking Center: extreme value
Economic Exchange: great if you have the social spending to build it
Stock Market: extreme value and great moral boost too
Moral enhancements
are for everyone - for population growth to go to war or to increase tax income these are the social projects to build
Entertainment Net: first major moral booster and a great value
Multimedia Cen: not bad, build if you need the moral
Harmony Gen: expensive to build, again build if you need the moral
Virtual Reality C: operating costs make this pure trash
Stadium: extreme value and low cost
Teleporters: extreme value and moderate cost
Orbital Hospital: either you really need the moral or you have a really good research planet - not a value
Research enhancements:
are for techers - better to acquire research resources instead, but buildings are worth it
Research Lab: best value
Research Cen: with enough research spending build it
Info Net: worst deal out there
Neural Net: with enough research spending and economic activity consider building it
Galactic Research: with enough research spending build it
Industrial enhancements
are for builders - build these at your high production colonies
Manufacturing: first industrial booster and great value
Fusion Power: low construction cost and economy boost offset by a large operating cost - build for your richer colonies
Anti-matter: expensive to build but best over the long run
Influence enhancements
are for cultural victories - build these at your cultural centers
Embassy: moral and economy bonus makes this a moderate value
Cultural Exchange: expensive to upkeep - destroy when no longer needed
Cultural resist
are for preventing flipping - never build these unless you need them to combat enemy culture
News Net: excellent value and some moral thrown in
Secret Police: best value for cultural resist
Propaganda Cen: absolute trash
Re-education: very expensive but effective
Spin Control: trash, but sometimes you must
Multi-purpose enhancements
are not exceptional - build these if you want a mixture of benefits or if there are no good values to construct
Medical Center: economics, moral, and starship - not bad but not good
Trade Center: excellent except for the high construction cost
Starship enhancements
are for the military - shipyards can be built everywhere , but try to concentrate everything else a few highly productive colonies
Shipyard: cheap and good
Advanced QC: why did you build this - but if captured, it isn't worth destroying
SS Foundry: good but expensive
Hyperion Shipyard: good but really expensive
Planetary Defensives
are for dire conditions (or for the paper tiger) - build sparingly since these upkeep costs are prohibitive for mass construction
Planetary Defense
SS Defense
Omega Defense
[Message Edited]