Category Archives: Faction: Hive

Technology: Probability Mechanics

“Einstein would turn over in his grave. Not only does God play dice, the dice are loaded.”

— Chairman Sheng-ji Yang, “Looking God in the Eye”

Probability Mechanics is labeled as a seventh-tier economic technology. It combines Pre-Sentient Algorithms with the previous Photon/Wave Mechanics to allow second-generation forcefields. In the game, these take the form of the six-strength Probability Sheath unit armor and the Tachyon Field base facility, both of which combine to make it much easier to defend bases.

It is accompanied by an amusing and surprisingly effective quote by Chairman Yang. If the player was not familiar with Einstein’s famous assertion from before, the Supercollider secret project video from a couple of technologies prior may have reminded him of it. At that time, it was just presented as fact. But now we see that, according to SMAC, he was wrong.

But the quip that the dice are loaded isn’t just funny. It’s got to be the concept that underlies the technology. Using the knowledge of how the “dice” are loaded, it is possible to manipulate the temporal manifold in such a way as to better prevent, interrupt, or distort energy transfer through the region protected by force field. And this apparently makes it possible to scale the fields all the way up to encompass an entire base.

At the same time, Reynolds deserves credit for choosing his quote in such a way as to cleverly avoid pinning himself down to any detailed explanation of how his techno-magic works while simultaneously giving the player some familiar context. It’s completely believable that someone in the future who knew how this worked would make this observation. And that remains true regardless of how the real future or the alternate SMAC-future actually turns out, so it’s immune to looking dated.

During his first playthrough, that’s certainly enough for the player to get his money’s worth out of discovering this tech. But this quote also serves as critically important evidence for our ongoing project of teasing out the implied canonical version of events. That’s because I believe this is the last time Yang or his Hive is referenced in any of the quotes.

This is not an accident. I conclude from this lack that the Hive is the first of the factions to be completely defeated on Planet. They are wiped out sometime in the mid-game, before the truly futuristic late-game comes to pass.

It’s not clear which of the other factions is responsible, though it is logical to tag Lal and Miriam as the primary suspects. In most games they quite naturally hate Yang because of his penchant for running a Police State. Given his AI personality, he was likely engaged in a grinding war for a long time before the end came.

So it’s intriguing that he was still supposedly able to land The Ascetic Virtues and invent Genejack Factories. That implies that his tech rate and industrial capacity remained globally competitive until the very end. Combined with his native industry bonuses, those extra minerals would have been extremely valuable.

This means his final collapse must have been quite sudden. Perhaps he was on the wrong side of a wave of high-tech ‘copters. Or perhaps a crucial front-line base fell and then his mag tube network was used against him to hollow out his entire empire in just a couple of turns. We are not privy to any of these details, but it’s enough to know that SMAC provides several plausible alternatives for how such a rapid fall from grace could happen.

Secret Project: The Ascetic Virtues

“Learn to overcome the crass demands of flesh and bone, for they warp the matrix through which we perceive the world. Extend your awareness outward, beyond the self of body, to embrace the self of group and the self of humanity. The goals of the group and the greater race are transcendent, and to embrace them is to achieve enlightenment.”

— Chairman Sheng-ji Yang, “Essays on Mind and Matter”

The Ascetic Virtues is a strange secret project on several counts. First off, it’s not a physical structure. It’s a philosophical concept. And an ancient one, to boot. So it’s a little weird to be able to spend a bunch of in-game currency to acquire such a thing for one’s futuristic space-faction.

Second, it provides an interesting pair of benefits that one does not usually find attached to a secret project. The most important of these is that it loosens the maximum population limit for bases by two. This works exactly like the Peacekeepers’ bonus and the Morganites’ malus and it stacks with both. To go along with this, it improves the faction’s Police rating on the social engineering scale by one, which is enough for any faction that isn’t running Free Market to control the unrest caused by these new citizens.

It also requires Planetary Economics to construct. This is the technology that represents the final flowering of the economy to a tightly interwoven system across the entire globe. The only thing about the technology that even sort of implies that it would be at the root of something called The Ascetic Virtues is the quote that accompanied the source technology: a musing by Sister Miriam about traders not being able to comprehend the value of the priceless.

Turning to the video for some clues as to how to resolve these seeming oddities, we see several clips of monks and holy men from various Earth traditions intercut with a man opening a traditional Eastern door to look out over what appears to be the barren landscape of Planet. All the while, Chairman Yang reads what keen-eyed observers may recall was his introductory quote.

There are two conclusions that can be drawn immediately from this. As one would probably expect, Chairman Yang built this project in canon. Asceticism is in his blood. And the lessons therein are so crucial to his conception of enlightenment that they served as our introduction to the very idea of the Hive.

The other is that the Ascetic Virtues are meant quite literally. It represents a faction-wide effort to inculcate old-fashioned asceticism among the population. This has the effect of convincing people to respond better to temporal authority and encourages them to live lives with less luxury than they otherwise might. Which the game models by the set of benefits it provides.

And this is probably why the project becomes available at this point on the technology tree. Before now, the struggle on Planet had been to recreate a society of equivalent complexity and splendor to what had come before on Earth. But now, generations into the colonization project, that battle has been won. Poverty amid the bleak, desolate landscape of Planet had sufficed to keep the old-fashioned virtues alive among the first colonists. Only now does it require more of a conscious effort.

Given that, it’s also worth noting the curious fact that there’s nothing stopping CEO Morgan and his faction from building this project. Just as with the Weather Paradigm. When Morgan builds it, the project reduces but does not completely eliminate his population cap penalty. So it would seem that an ascetic by Morganite standards is one that enjoys just a little more luxury than average by everyone else’s.

Base Facility: Genejack Factory

“My gift to industry is the genetically engineered worker, or Genejack. Specially designed for labor, the Genejack’s muscles and nerves are ideal for his task, and the cerebral cortex has been atrophied so that he can desire nothing except to perform his duties. Tyranny, you say? How can you tyrannize someone who cannot feel pain?”

— Chairman Sheng-ji Yang, “Essays on Mind and Matter”

Here it is. All of Yang’s musing on the nature of man and the genetic code has finally come to fruition with the Genejack. The Genejack, the application of Retroviral Engineering to the problem of industry, is the physical incarnation of Yang’s philosophy. So it is well worth considering what Yang has actually pulled off here.

The Genejack does nothing other than perform his duties to the best of his ability. Which makes him nothing more and nothing less than any other machine in the factory. It would be beyond pointless to give such a creature the franchise. A society largely populated by Genejacks would need to be a Yang-style Police State by default, since Genejacks have been carefully designed to have no agency of their own.

Basically everybody who isn’t Yang is going to recoil in horror at this idea. This almost certainly includes the player. If Reynolds were content to have a consensus “bad guy” in the game, he could just point to Yang and close up shop right here. And, in fact, most of the player base of the game has come away with the idea that Yang is nothing more than a monster.

But Reynolds is dreaming bigger than that. SMAC plays fair; it wants to give Yang as much of a chance to make his point as any of the other faction leaders. So let’s take Yang’s final question seriously for a moment. How can you tyrannize someone who cannot feel pain? Whether that pain be physical, emotional, or what-have-you.

I think the answer is pretty clear: you can’t. You can ill-treat them, perhaps. But that case is more like kicking a dog or keeping your cattle in a miserable cage their whole lives. That may or may not be morally good. It certainly isn’t nice. But it’s not tyranny. You can only tyrannize someone who has some claim to political as well as moral equality. And the minimum possible bar for that claim is some sense of agency.

In a crucial way, Genejacks aren’t people. It’s like the uncanny valley problem for humanoid robots, in which researchers found that when they got just close enough to an actual human-like appearance without getting it quite right, they discovered that everyone found the resulting robot very creepy. But Yang went at it in reverse. Instead of starting with a bunch of rubber and metal and making something that almost looked like a person, Yang started with a person and shaved away enough of the right parts that the result is horrifying.

I believe that the reason why the idea of the Genejack is so creepy to most people is precisely the reason why Yang considers it such a revolutionary leap forward. It’s not merely the individual/collective divide. They’re not simple, mindless zombies, nor are they more machine than man like the Borg from Star Trek.

Imagine a public relations guy who happens to be a Genejack. He’s capable of carrying on a pleasant conversation with you, and he’ll be happy to for just as long as he thought that it was his job to talk to you. He looks and sounds exactly like a regular person. After all, he’s made out of the same stuff, he looks the same, he’s capable of many of the same feats. The sole exception, really, is that he is no longer capable of or interested in acting like a genetically-viable individual. His only interest is to serve the collective.

This is what Yang was aiming for ever since he named his faction the Human Hive. But he wasn’t able to jump straight there. As he told us before, one does not simply pick up sand from the beach and make a Dataprobe. There is a whole chain of events that has to come in between and none of the steps can be skipped.

Think about how he got here. First, Yang had to collect a bunch of the original colonists together who were willing to pool their efforts and work communally to confront the first challenges on the new world. These people were selected for the voyage but almost certainly not all handpicked by Yang when they boarded. So at first this is like a voluntary commune or a large, extended family – without the genetic ties. And even these small-scale collective endeavors have an awful success rate historically, so keeping this going is not easy. The margin for error is not sufficient at first to allow him to exile or kill very many of his people – he needs to get virtually everyone on board and focused.

Then, as the society grows, Yang has to inspire and cultivate an increasing degree of enlightenment from his followers. People have to be encouraged to continue sacrificing and working toward the goal even after they ascend from abject poverty and come to master their new home. The inherent prosperity of a bigger, more successful collective necessarily increases the individual incentive to defect. And he can’t afford to slow his faction’s growth rate to help maintain stability, as he has six other likely-hostile factions out there to contend with.

All the while, he is certainly encouraging his scientists to experiment with reeducation techniques, using the full spectrum of available techniques. We know he’s in to meditation. We also know that he has carefully structured the physical environment of his bases to advance toward his goals. The twisted warrens that serve as free Perimeter Defenses and the feeding bays Lal mentioned Yang uses for Recreation Commons are evidence of this. There’s no reason to presume Yang would miss any other opportunities to help enforce his vision as he builds up his bases.

Even his beloved Police State mostly exists to help Yang structure society so that nobody ever needs to think about anything that isn’t their job. After Industrial Automation, there’s no need for people to do any job that’s thoughtless or repetitive, so this is not at all the same thing as wanting brain-dead, zombie minions. He’s trying to breed people that are completely focused on their job to the exclusion of as much else as he can manage.

Speaking of breeding, Yang certainly embarked on a comprehensive breeding program from the moment his pod touched land. Every generation of Hive citizens born on Planet is artificially selected to be more naturally inclined to Yang-enlightenment than the previous one. With each improvement in genetic manipulation technology, Yang has been better able to produce a series of humans that would more and more closely approximate a cell in the body politic as opposed to a free-range single-celled organism. Which almost assuredly leads to some pretty wild morphisms off the Mark I human, depending on which duties it is intended to perform.

The result that he has finally arrived at in the Genejack is, according to Yang, a massive leap forward in industrial organization. So it’s worth noting that the game supports Yang’s contention. The Genejack Factory is a very impressive facility. It serves as one of the only multiplier buildings for minerals instead of a type of energy. And it comes the earliest on the tech tree by a good margin, making it much more valuable.

Needless to say, this is an exceptionally powerful bonus. It has the drawback of generating some more drones at the base it is built in, modeling the fact that the new Genejacks need a little more external direction to keep themselves functioning. But this is not a problem at all by the mid-game. Every faction should have the energy necessary for psych spending, the facilities, or the police troopers on hand to suppress the additional drones. Certainly they can find the room in their budget in exchange for a 50% boost in mineral production.

This is all really impressive work on Reynolds’s part. But I think my favorite part about this quote is that, despite all the build up and background on Yang, the player only hears it after he builds one. To my knowledge, nothing in the interface or the previous game lore tells the player what a Genejack Factory is. There are just a couple of hints about what it does: bonus minerals; extra drones. Then he builds one. Only then does he get to find out what he’s done. So to hear this quote in the game is necessarily to be complicit in the horror.

I can still remember the first time I built one of these. I heard Yang read his quote, thought about it for a bit as the rest of the new turn processed, and then went back to the base screen that had the new factory and stared for a bit. I didn’t get all of the above reasoning yet, but I understood enough. I remember seeing the all the extra minerals and then thinking long and hard about whether I wanted to just scrap it. I don’t remember what I decided; I do know I played other games where I didn’t ever build them and plenty of other games in which I did. But I very clearly remember feeling at the time like the decision mattered.

Perhaps I’m just imaginative to a fault. Particularly for a strategy game player. But any game that can make a player feel like his in-game decisions have real weight like that is a success in my book.

Technology: Monopole Magnets

“I maintain nonetheless that yin-yang dualism can be overcome. With sufficient enlightenment we can give substance to any distinction: mind without body, north without south, pleasure without pain. Remember, enlightenment is a function of willpower, not of physical strength.”

— Chairman Sheng-ji Yang, “Essays on Mind and Matter”

At the sixth-tier of the technology tree, as typically played, the game starts noticeably speeding up. The early game is fairly slow, characterized primarily by low tile yields. At the same time, technological progress is propped up by the fact that the early technologies are very cheap, exploration can yield free ones from pods, and it is usually pretty easy to trade low-level technologies with rival factions. It’s not until the advanced social models start coming out that the political lines start to harden.

As the early game fades into the mid-game, the early pace slows down some for the typical player. Technological breakthroughs come less frequently, wars are fought with largely the same technologies from start to finish, and secret projects are raced for. This phase of the game is the one which feels the most like a typical Civilization-style game.

But then the needlejets come, the energy caps get lifted, and the pace starts to accelerate. Wars happen at a higher tempo, there’s suddenly plenty of money to upgrade old units and engage in fun with probe teams, and the tech pace is still rocketing upward because of the cumulative effect of the energy multiplier buildings the game has encouraged the player to get in place by now. That’s because doubling the raw energy leads to maybe quadruple the effective energy for the typical faction with lots of Energy Banks, Network Nodes, Biology Labs, and the like.

The sixth-tier tech Monopole Magnets fit right in to this acceleration of pace. In game, they allow for the creation of mag tubes, which are an improvement to roads that cost no movement points to use. This serves as an earlier equivalent of railroads in prior games, with the same dramatic effects. Once a magtube net is constructed (which doesn’t usually take more than a dozen turns) it’s suddenly the case that freshly-built units can be rallied anywhere on a continent instantaneously. This includes rolling them right up into enemy bases if you can get the tube up there (or make use of the enemies’ network).

All of that is definitely important. But it’s also worth noticing how far into the science-fictional future we’ve come here. Monopole Magnets are an economic technology that rely on Silksteel Alloys and Superstring Theory, which makes quite a bit of sense if you think about what the technology is supposed to represent. The mag tubes presumably have to be built out of something as amazing as silksteel to protect the passengers and the sensitive equipment from marauding mind worms, while the magic that drives it comes from the discovery of a real, usable magnetic monopole. Right now, such a thing is relegated to theoretical speculation, but the new physics represented by Superstring Theory must make their creation possible.

On top of that, we get a quote from the Chairman that’s honestly genius. Because he doesn’t come out and say any of the preceding. Reynolds is counting on the curiosity or background knowledge of the player to know what a magnetic monopole is and why it’d be cool. So, instead, he has Chairman Yang philosophize a spell.

The philosophy itself is intriguing because it folds back into Yang’s odd idealism. He insists here that sufficient enlightenment is capable of bringing to life what would seem like logical impossibilities. These dualist terms are generally defined primarily in relation to each other, so how can one member of the pair exist in any meaningful way without necessarily implying the other? It’s worth some thought.

Especially in this context. Since one of his throwaway examples, “north without south”, is exactly what a magnetic monopole would be! The ends of magnetic dipoles are commonly referred to north and south following the convention imposed by the Earth’s field. So a monopole would be a physically real, anomalous north without a corresponding south. Created, of course, with sufficient technical enlightenment.

This quote is another huge win from the perspective of building and maintaining the player’s suspension of disbelief. Even when I’m analyzing this critically, it’s still hard for me to read this quote and believe that Reynolds wrote it just to introduce this technology. I’d almost swear that he didn’t make it up at all! Instead, in my mind’s eye, Reynolds just pulled down his well-worn copy of Chairman Yang’s collected Essays on Mind and Matter and popped in a cleverly chosen quote, in the exact same way he might do with Moby Dick.

Technology: Environmental Economics

“We sit together,
the mountain and I,
until only the mountain remains”

— Li Po, From the Yang Collection

Environmental Economics is a fifth-tier economic technology that relies on Industrial Economics and Ecological Engineering. It’s the last in the trinity of technologies that lift the per-tile resource caps. Where Gene Splicing allowed unlimited nutrient yields and Ecological Engineering allowed unlimited mineral yields, Environmental Economics allows unlimited energy yields per tile. This is a very big deal. When a faction gets this technology, the slower pace of the early economic game is unambiguously over.

In addition to all of that, it also allows terraformer units to raise and lower terrain by spending former turns along with some energy credits. This allows the player to fully engage with the surprisingly deep terraforming system. See, most other games of this type allow worker units to perform an action to improve the economic yield of the terrain. But the terrain itself is invariably static. A grassland tile will always be a grassland tile. An ocean tile will always be an ocean tile. And so on.

But that’s not true in SMAC. Instead of having a fixed character, every tile in SMAC has a few properties associated with it. There’s elevation, moisture, rockiness, and then any improvements that happen to be on the tile. It’s worth going into each of these in detail for a moment to get an idea of how simple, elegant, and powerful the system Reynolds put together actually is.

First off, elevation is the primary property. It’s displayed and calculated in the game in meters, but when it comes time to use the values for the game rules, it is usually treated in 1K blocks. It determines whether a tile is a water tile or a land tile by referencing it with the global sea level value, which means that it is possible to either reclaim or submerge land by raising or lowering land. When a tile is less than 1K under water, it is treated as shallows. When deeper, it is the deep ocean. Above water, high terrain gives high-ground bonuses for artillery firing on lower terrain. Additionally, it also grants a +1 energy bonus to all solar collectors for every 1K above sea level. This bonus rarely matters much until Environmental Economics, as the 2-energy cap is hit very early. But after that it can quickly become a pretty big deal.

Next comes moisture, which is intended to be a measure of average annual rainfall. A land tile can have three moisture states: rainy; moist; or dry. This establishes the base nutrient yield for the tile. Rainy tiles yield two nutrients, moist tiles only one, and dry tiles none at all. This is obviously very important given that the game rules require two nutrients for a citizen working a tile to break even. Terrain near rivers usually also gets a moisture bonus, so a river in the desert can support moist tiles even if there’s little presumed rainfall.

But the really cool thing about the moisture system is that it feeds off the elevation system by modeling rain shadows! For simplicity, the prevailing winds on Planet are always assumed to go from west to east, so the west side of a slope will get a big moisture bonus and the east side will get a penalty. And this updates dynamically. If the player creates a ridge by raising up terrain, it can change which tiles are considered rainy. And like all terraforming shenanigans, there’s nothing stopping a player from using it to help himself and harm his enemies. So, for instance, you can build a ridge on the east side of your domain to deny your neighbor the sweet life-giving rains.

The next tile property is rockiness. Like nutrients, it comes in three flavors. There’s rocky, rolling, and flat. And they sort of work like the moisture ratings for minerals. As before, flat yields no mineral output and rolling yields one. But rocky terrain is treated differently. It’s not an unambiguously better deal to have rockier terrain like it is to have moister tiles. That’s because rocky terrain slows unit movement, only yields one base mineral, and forces the nutrient yield to zero regardless of moisture. But in exchange, mines that are built on rocky terrain yield a bonus mineral, meaning that mines with roads on rocky terrain put out four minerals each. This is a very good deal when paired with supply crawlers.

Interestingly, formers can make terrain less rocky but cannot ever increase the rockiness of terrain. This means flat terrain will always be flat. But the player has the option to break down a rocky tile to get a more balanced tile yield, or to keep it and focus the tile on mineral production.

Finally, there’s improvements. The first ones are the biome improvements. Any tile, whether land or sea, can have native fungus on it. And all non-rocky land tiles can have Earth forests. Either of these is incompatible with any more man-made tile yield improvement and they set the yield to a fixed value that does not depend on the underlying terrain. At first, native fungus yields no yield at all (except for the Gaians, who get a single nutrient) and Earth forests yield one nutrient, two minerals, and an energy. But technology and base facilities like the Tree Farm – that Environmental Economics unlocks, incidentally – can improve these yields further.

The man-made improvements generally improve a particular yield. Farms give more nutrients and solar collectors give more energy. Some of the later, more extensive ones effect neighboring tiles as well. For instance, the condenser improves the nutrient yield of the central tile and, additionally, makes the tiles around it more rainy. Or how the echelon mirror not only serves as a solar collector but also enhances the yield of all adjacent solar collectors by one. In general, man-made improvements are better for tile specialization, which enables the player to get vast amounts of resources in a way that synergizes very nicely with supply crawlers, at the cost of increased ecological damage. This contrasts with the more “natural” approach, which relies more on citizens working the forest or fungus for balanced yields.

All of this loops back quite nicely into Yang’s treasured Li Po quote. The original meaning was almost certainly a reminder of the smallness of man and his concerns against the permanence of the mountain. One can see how Yang would love this. Li Po seeks to break the reader out of his natural, small-minded focus on his own concerns and get him to identify in some small way with the eternal mountain. Now, the mountain and I sit together. It is like me, in this moment. But soon there will only be the mountain. Yang would likely argue that the spark of enlightenment here is that, if I am to persist as the mountain persists, I must learn to identify with something outside of myself. Something that will abide when the individual will not.

But all of that could have fit in anywhere. Reynolds’s true genius is displayed by his choice to put this quote here. On Environmental Economics. Which, remember, is the technology that lets the player raise and lower the mountains themselves! By the fifth-tier of the technology tree, it would seem that the eternal verities themselves are no longer quite true.

Technology: Bio-Engineering

“Why do you insist that the human genetic code is “sacred” or “taboo”? It is a chemical process and nothing more. For that matter -we- are chemical processes and nothing more. If you deny yourself a useful tool simply because it reminds you uncomfortably of your mortality, you have uselessly and pointlessly crippled yourself.”

— Chairman Sheng-ji Yang, “Looking God in the Eye”

Previous to researching the fifth-tier Bio-Engineering technology, the people on Chiron had been restricted to making heavy-handed edits along the lines of those represented by the prerequisite technologies. With Gene Splicing, they had been able to perform large-scale, whole organism edits – such as creating new hybrid crops that would both grow efficiently in the alien environment while nourishing Earth humans. And with Neural Grafting, they had been able to crudely stitch together electronic components into human brains, which judging by the prerequisites had up until now been approached as a computer problem, with the nature of the brain being relevant only insofar as it was another electrical component in the design.

Bio-Engineering represents a major leap forward in the ability of the colonists to edit, design, and build up new organic machinery. In the game, this is reflected by the ability to add the Clean Reactor special ability to military units and to build the Longevity Vaccine secret project. The first is actually a really big deal, as it allows a faction to pay a mineral cost up front in order to create units that do not require minerals in upkeep. With this, it becomes possible for factions with a penalty to their military Support rating (like the Morganites or factions running Democracy) to maintain large standing armies.

Accordingly, we get another quote from Chairman Yang. As we’ve seen in previous quotes, genetic manipulation is a major focus for Yang. Which makes a lot of sense. He is correct in assessing that pre-existing human nature is a major barrier to the creation of his utopia. In this light, his radical social experiments are all inefficient hacks to coax out the proper enlightened behavior from quite flawed material. He wouldn’t need any of his police state machinery if people were just naturally inclined toward enlightenment.

The tone of Yang’s argumentation dovetails in with his previously demonstrated nihilist materialism. When he says that “we are chemical processes and nothing more”, he is not simply rejecting any concept of the soul or the supernatural in favor of a purely biological explanation for the behavior of the mind. This position itself already represents a pretty severe rejection of most prior philosophies, though as Yang previously predicted, the position is growing more and more popular as time goes on. But Yang goes farther still. He’s a pure reductionist: he’s saying that human identity, consciousness, and any other mental state really is nothing more than an arrangement of chemicals.

Given all of that, it then behooves you to arrange your chemicals in the way that best helps you accomplish your goals. As we have already seen, to those walking the Chairman’s enlightened path, these are the transcendent goals of the group and the greater race. To refrain out of concern for the continuity of your own individual identity – whether that is physical death or self-modification into something that you would no longer recognize as “you” – is to pointlessly cripple yourself.

And this chain of reasoning is why Reynolds chose to place this particular quote here. Before now, Yang’s differences on this point with the rest of the faction leaders were simply philosophical. But now, with the capabilities unlocked by Bio-Engineering, Yang now can take direct control over the key chemicals and find the mechanical arrangement of atoms that leads to true enlightenment.

Secret Project: The Virtual World

“What do I care for your suffering? Pain, even agony, is no more than information before the senses, data fed to the computer of the mind. The lesson is simple: you have received the information, now act on it. Take control of the input and you shall become master of the output.”

— Chairman Sheng-ji Yang, “Essays on Mind and Matter”

The video clip isn’t anything too special, in and of itself.  It’s just a low-res depiction of a guy suspended in a strange device with a voiceover.  At the end of the video, we flash inside the man’s head to discover that he is experiencing something tranquil, if not desolate.

But the video is just there to support the quote.  And the quote is simply magic.  In a few short sentences, Reynolds has Yang eloquently expound upon the real reason why Yang’s philosophy seems so alien to most players of the game.

Going back to the 18th Century, the liberal philosophical tradition has considered the mental state of the population to be of intense moral concern.  Utilitarians like Bentham believed that maximizing the sum total of the balance of pleasure to pain experienced by each person was the true and proper goal of society and public policy.  At the same time, Locke and others defended representative government and the sanctity of private property in large part on the idea that this social order would lead to widespread flourishing.  This is why Jefferson chose the term “pursuit of happiness” when writing the American Declaration of Independence.

This idea has gone on to become the default moral intuition for educated people in Western societies.  Which, quite naturally, make up the vast majority of the target demographic for SMAC in the late ’90s.  So it’s quite jarring to someone who simply takes this for granted to hear Chairman Yang dismiss the very idea.

But the real genius of the approach is that he couches this in nerd-speak.  Yang grants the Church-Turing algorithmic equivalence of the human mind to one that can be rendered on a common computer.  It’s a fairly common science-fiction trope to have intelligent machines running around.  It’s a little less common to see people getting their minds uploaded onto a silicon substrate, but it’s certainly not unheard of.  Certainly, the idea that you are fundamentally your pattern of cognition and not your meatsack is one that the presumptive player of SMAC will be familiar with and likely find somewhat congenial.

So Yang turns that on its head.  If you are just a meat-based computer, then why should he care about your suffering?  Why should he care if your pain accumulator has a high number in it or a low one?  Why should anyone, really?  Your mental states are only relevant insofar as they drive your actions – what Chairman Yang refers to as the output.

We’ve seen Yang thinks in the tradition of Eastern meditative philosophy in his other quotes.  And given this perspective, it makes total sense.  Meditation is all about directly manipulating one’s mental state from within.  Rewriting the program running on the computer of the mind, so to speak.  It really changes your conception of what is actually possible.  In a truly profound way, Chairman Yang is what you get when you approach the reality of cognition from a certain unsentimental perspective.

So, let’s loop all that back around into game mechanics.  The Virtual World allows all the faction’s Network Nodes to also serve as Hologram Theaters.  A common research-boosting facility thus serves double-duty as an expensive morale-boosting facility.  One can pretty readily imagine that, for most factions, this Virtual World would be something like an MMORPG of our time.  It would be something that you can go online using your network connection and actively experience, gaining the happiness benefit of attending a futuristic theater.

This is a pretty powerful boost, especially for the University.  But we are made to believe that the Hive were the ones to build the project in canon.  After all, Yang was chosen to give the quote.  So, then, we are asked to imagine what would the Chairman’s approved Virtual World be like?  Why did the Hive spend so much effort in the early days of colonization on this?

I think the answer comes from the video: Yang is using the Virtual World as an intensive, in-depth meditation training tool to help his followers gain in enlightenment.  He is literally exposing his followers to intense, mind-shattering agony.  Then he uses the virtual reality device to help the user learn to channel those sensory inputs in new and different ways.  So, instead of recoiling from the pain, they can learn to treat their own agony with the same indifference the Chairman does.  In doing so, they are rewriting their brains to become more perfect instruments of the will of the Hive.

I can’t help but find that creepy.  Alien.  But it is Reynolds’s genius that the only grounds I can find to reject Yang’s philosophy (or any of the others, really) is by embracing another set of axioms.  He’s not wrong in any factual way.  Nor are his ideas shallow or trivial.  Once you grant his premises, his conclusions and preferred social model immediately follow.

Technology: Polymorphic Software

“Technological advance is an inherently iterative process.  One does not simply take sand from the beach and produce a Dataprobe.  We use crude tools to fashion better tools, and then our better tools to fashion more precise tools, and so on. Each minor refinement is a step in the process, and all of the steps must be taken.”

— Chairman Sheng-ji Yang, “Looking God in the Eye”

Polymorphic software is, as you might guess from the name, software that can rewrite itself in solving a problem.  The code changes along with the input data.  Modern-day algorithms like neural nets, where the connections between the neurons are determined by training, work like this.  This technology presumably represents finding economically and practically significant applications for this software on the new Planet.

In the game, this is a second-level pure scientific technology that relies on Industrial Base and Information Networks.  It provides a couple of benefits that don’t, at first glance, seem terribly related.  First, it enables the faction that discovers it to build units with the Heavy Artillery special.  Units with this power can attack at long range without fear of reprisal (except by other artillery units), but in exchange can only injure units instead of kill.  This is good for whittling down big enemy stacks.  And second, it grants Probe Teams fielded by the faction an extra level of experience right out of the gate, representing the advantage granted in hacking enemy systems with better software.

Naively, it’s kind of weird that the power to create heavy artillery would be tied up in a computer technology.  I mean, all you need to do to get indirect fire is to build a bigger gun, right?  But this is a lot less crazy that it seems when the history of firepower in the Information Age is taken into account.  See, it turns out that the effect of indirect fire (say from artillery tubes or aircraft) is greatly increased by accurate targeting.  So-called smart bombs are worth a hundred of their dumber brethren.

By tying artillery to an early computer technology, SMAC is modeling that on the early days of Planet, it is impossible to build the density of troops and guns necessary to make an effective industrial-era artillery barrage.  It’s just not practical without rebuilding the technical capacity to target efficiently.  And this requires new advances in software because the colonists aren’t able to sustain a network of GPS satellites for hyper-accurate positioning data, like we do on Earth today.

In this context, Yang’s quote above is really neat.  Just taken at face value, it’s intriguing and insightful.  He has to be right to some degree.  It really is impossible to build a complicated device with nothing but your bare hands and spare silicon.  So, if your task is to rebuild a technical civilization on an alien planet, there are some steps you just can’t skip.  Which, if you think about it, serves as a justification for the entire mechanic of the technology tree in the game.

But the quote has a cool double meaning when attached to this tech in particular.  Software of this type converges on a solution by iteratively reshaping itself.  There is a deep analogy between the broader society advancing technically up the tree step by step and a suite of polymorphic software rewriting itself to solve a given problem.  Civilization itself is a polymorphic algorithm.  It’s just implemented in people and capital equipment instead of silicon.

Technology: Planetary Networks

“If our society seems more nihilistic than that of previous eras, perhaps this is simply a sign of our maturity as a sentient species. As our collective consciousness expands beyond a crucial point, we are at last ready to accept life’s fundamental truth: that life’s only purpose is life itself.”

— Chairman Sheng-ji Yang, “Looking God in the Eye”

This is another one of those quotes that fit, in context, in a way that blows my mind.  I don’t see how it could be possible for Reynolds to have written this quote while thinking of Planetary Networks, based on what it represents or what it does in the game.  If I didn’t know better, I’d think that he actually wrote all these fictional books.  Then, when it came time to assign quotes, all he had to do was read through them and pick an appropriate passage.  After all these years, I almost really believe that “Looking God in the Eye” exists somewhere.  That’s some powerful suspension of disbelief.

Planetary Networks are the natural extension of Information Networks.  World-wide inter-networking: the Internet for a new Planet.  The faction that acquires this technology gets several advantages.  First off, that faction can build spies (what the game calls “Probe Teams”).  This is a big deal.  You can wreak lots of havoc, especially on a faction that don’t have spies of their own for counterespionage.

It also lets you build Hologram Theaters (entertainment helps with social stability) and the Virtual World (a secret project that makes all your Network Nodes also act as Hologram Theaters).  Since the University starts with Information Networks, has a drone problem, and gets free Network Nodes everywhere, this is an obvious match.

It also lets you assign specialists called Librarians.  Up until now, when not using population to work the land, it was only possible to assign doctors to add extra psych energy and technicians that generate energy.  Librarians are the first specialists that produce research.

Finally, it lets the faction who discovers it adopt the Planned economy social engineering choice.  This is supposed to represent something similar to what people hoped communism would be in the ’30s: an entire economy that’s managed like a firm or family instead of using market signals to coordinate everything.  But, in a nod toward Hayek, it requires super-powered futuristic computer networks in order to get everything going.

On Planet, the economy is planned with the goals of achieving growth in both industry and population, at the cost of a substantial efficiency penalty.  This makes a Planned economy really good in the early days of colonization.  But that efficiency penalty starts to bite with more angry citizens and more energy loss as it scales.

So let’s wrap it all back around to Yang and his quote.  It’s been quite obvious from his previous quotes that Yang’s a nihilist.  But it is interesting to learn that he sees his philosophy as a progression of sorts.  He sees the effect of technologies like the Internet as expanding the collective consciousness of humanity.  And he thinks that, as consciousness expands, it necessarily becomes more difficult to believe in the pleasing lies of the past.  Enlightenment necessarily leads to the conclusion that the only purpose of life is self-propagation.

Base Facility: Recycling Tanks

“It is every citizen’s final duty to go into the tanks and become one with all the people.”

— Chairman Sheng-ji Yang, “Ethics for Tomorrow”

The player is generally confronted with a quote at three different points in time.  First, you see quotes whenever a technology is acquired by the faction through either research, espionage, or trade.  Second, you see quotes at the end of every secret project video.  And third, you see a quote every time a base facility of a new type is first constructed.  This quote is of the latter kind.

In the game, Recycling Tanks are a base facility that don’t cost any maintenance, add one to each yield on the base square, and that are fairly cheap to build.  They require the Biogenetics technology to build.

As the player, you generally want them everywhere as soon as you can manage, and it is often worthwhile to speed their construction along with energy credits to get new bases contributing as soon as possible.  By the mid-game they fade into the background.  You’re never excited to see Recycling Tanks go up in a base; they’re just always there.  A constant part of the background of life on the new Planet.

But the first time you build one, you’re treated to this little gem by the Chairman.  Of course the colonists can’t afford burials on the new planet.  Certainly not after they first land.  The air is toxic outside of the small base domes and it’s probably not safe to go outside to dig up the ground.  And nutrients are hard to come by, so cremation is definitely wasteful.

So, on Planet, Soylent Green is made of people.  And of course Yang is the guy to stand up and proclaim the positive utility of this course of action.  Some sort of burial ritual or commemoration is a human universal.  And, of course, there’s a strong taboo in virtually every human culture against eating other people.  But in the Hive, they just toss a corpse into the tanks without a whole lot of comment.  This is how a citizen serves after death.  It doesn’t matter how anyone might feel about it: it’s obviously the most efficient course of action.  The community will be stronger for it.

It’s one thing to hear Chairman Yang wax philosophical about his nihilistic outlook.  It’s another to see a casual application of his inhumanity.  Note that I don’t mean that last statement as a condemnation.  Yang’s entire angle is to mold humanity into something radically different.  Openly breaking taboos like these – not merely out of exigency or desperation, but as considered policy – is one of the methods by which Yang intends to craft the Hive into his utopia.

The other interesting thing about this quote is the collection that it is found in.  “Ethics for Tomorrow” is probably quite the read.  Knowing Yang, it’s probably required reading in the Hive, a la Mao’s Little Red Book, complete with each sub-collective required to study and apply the lessons using Maoist-style education techniques.