View Full Version : ADDON: Rise of Mankind: A Better Tomorrow
Civ Fuehrer Jun 16, 2008, 10:35 PM RoM: A Better Tomorrow
With the Future Era dragging on way too long, i've thought to just put them in their own era and start a new one in my addon that will not only expand and attempt at balancing the future techs, it will also add to a few of the past techs. I have a few ideas at the moment, but need a lot more if anyone is willing to help.
Progress until next release: 40%
Current Percentage Complete: 8%
EDIT: VERSION Alpha 0.0.02 here (http://forums.civfanatics.com/downloads.php?do=file&id=11813)!
EDIT:VERSION Alpha 0.0.18 will be focused on adding last minute techs, naming, and positioning
XML changes:
Eras:
Transhuman Era
Techs:
Space-Time Continuum (Industrial)
Alternative Fuels (Modern)
Alternative Propulsion (Modern)
Time Dilation (Modern)
Laser Propulsion (Modern)
Deep Sea Drilling
Nanite Mitosis (Future)
Holograms (Future)
Space Ecosystem (Future)
Exotic Matter (Future)
Wormholes (Future)
Free-forming Nano Organisms(Future)
Your ideas here
Wireless Electronics
Metamaterials
Invisibility
Space-Time engineering
Perfect protein
Saltwater Purification
Space Economics
Asteroid Mining
Antimatter
Black/White Hole Manipulation
Wearable Electronics
Anti-Gravity Simulator
Interactive Videos
Geothermal Energy Harnessing
Sea Colonization (how did I miss this one?)
Automated Surgery
Engineered Food
Units:
Prophets / Mesiahs / Demigods / Gods(sorcerers that conducted "miracles" by the name of their religion)
Hovercraft line
Ocean Worker
Regenerative Battle Droid
Carrier Submarine
Orbital Cruiser line (Orbital Destroyer/Carrier/Dropship(Transporter)/Defender/etc.)
Satellite Recon
Re-integrate Nuclear Mod Units, problem with UnitInfos (includes H-Bomb & Fusion Nova)
Peace Maker (Nuke that destroys everything including land)
Malfunctioned Bots line
Your ideas here
Viral Bomb
Nanoid Bomb
U-bomb
Mutations
Secret Police
Cultists
Teleporter (gave me an idea for a wormhole vehicle)
Improvements:
Ocean Platform (Multi-purpose; Allows building Ocean Platform Imports, Saltwater Purification Refinery, +2Hammer)
Ocean Farm (+2 Food)
Ocean Defenses (If I can get the code that allows the outpost to shoot in Final Frontier)
Floating City (Ocean Worker action)
Terrains:
Slimy Ocean (AoE bomb effects [i.e. Viral Bomb, Fusion Nukes] on water)
Promotions:
Divine Favor
Divine Touch
Divine Healing(line 1,2,3)
Divine Shield(line 1,2,3)
Divine Strength(line Str, Wra, Fury)
Divinity(line 1,2,3)
Nanite Mitosis(line 1,2 OR Nano Ref,3)
Nano Reformation(line 1,2,3)
Your ideas here
Teleport I-III (for wormhole vehicle)
Raise STR I-III (would be called differently in accordance to non-ranged religions)
Raise HP I-III (same as above)
Buildings:
Ocean Platform Imports(Allows Deuterium with Accelerator)
Fusion Plant(Requires Deuterium to start Fusion reaction)
Cold Fusion Generator(Requires Deuterium for Heavy Water)
Wormhole Laboratory
Cellular Nanite Laboratory
Your ideas here
Saltwater Purification Refinery
Universal Courthouse
Black Market
Regeneration Chamber
Cloned Animals Zoo
Fut/Space Commodities Stock Exchange(gave me idea of Corporation and its competition)
Artificial Resources:
Fused Raw Material
Exotic Matter
Your ideas here
Antimatter
Deuterium
Natural Resources:
Your ideas here
Hydrothermal Vent (too many land sources as is)
Wish List(would need some SDK (maybe even Python!) changes, i know XML so far, but I'm learning): :)
Wormhole Transport Center (a.k.a. Portal)
Your Ideas here
Universal Religion
Python changes:
Only doing Py changes that have prewritten code in modpacks
Units:
Peace Maker ability to turn land into coast
Viral bomb Ocean -> Slimy Ocean
Promotions:
Nano Reformation (respawns unit at #2+)
Wisaeman Jun 17, 2008, 05:01 PM My ideas (my crazy ideas)
Ideas for ROM – Future
• Techs
Quantum Chemistry
Quantum Computers
Quantum Biology
Quantum Mathematics
Quantum Psychology
Keynesian Economics
Darwinism
Microsurgery
Interstellar scanner
Oil recycling
Nuclear recycling
Dimensional travel
Genetic recreation
Gaia’s theorem
Space-time engineering
Universal Religion (god had many names and co-exists in various religions)
Pure reason (mankind gets is full potential)
Perfect material (super carbon)
Perfect protein
Salted water purifying
Brain surgery
Soma (Brave New Word drug)
Space Economics
Asteroids Mining
Space Commodities
International/Universal Laws
Antimatter shield
Black/White hole energies
• Buildings
Universal Temple
Future Hospital
Future School
Future University
Ancient Library
Space-time Manipulation House
Soma’s Factory
Quantum University
Space Manufactures
Salt water refinery
Mineral Water refinery
Commodities exchange
Global Courthouse
• Units
• Resources
Titanium
Platinum
Chromium
Future Elements
Antimatter
Ancient Libraries
Restored Art
Civ Fuehrer Jun 17, 2008, 06:59 PM :goodjob: nice ideas, ill look through them and see where i can fit them into the addon... :)
still need more, any and all ideas are welcome!
MrCrawford Jun 23, 2008, 02:41 PM Can anyone say Terraforming? =D
Essentially, once the prerequisite tech is researched, desert/tundra/et cetera can be changed to fertile land by workers/clones.
If not too difficult, maybe even terrain features like mountains and rivers can be added/removed.
Just a thought :P
Civ Fuehrer Jun 23, 2008, 04:05 PM Can anyone say Terraforming? =D
Essentially, once the prerequisite tech is researched, desert/tundra/et cetera can be changed to fertile land by workers/clones.
If not too difficult, maybe even terrain features like mountains and rivers can be added/removed.
Just a thought :P
Well, link me a working mod with it and i'll put it on the Wish List, but if I could get a person who knows Python/SDK well enough to make it compatible with RoM, heck Zapp will have it put in straight to RoM itself :lol:
zappara Jun 24, 2008, 07:12 AM Terraforming was in earlier warlords version of this mod. That feature was taken from Greenmod 2.10 but I never included it to BtS version of my mod because AI players didn't know how to use those features.
@Wisaeman
About your suggested techs:
Darwinism = I thought about including it to RoM when I was making tech tree but decided it's part of Biology tech
Keynesian Economics = perhaps better name would be Applied Economics? I've studied economics and Keynes wasn't the only scientist on that time who had effect how modern day economics have evolved.
Quantum Computers = in RoM this is included in Advanced Computers tech (pedia still missing I know). I had in earlier RoM alpha versions techs: Quantum Computers, DNA Computers, Optical Computers but decided to combine them all to one single tech.
Few other techs that are on my lists but haven't been mentioned in lists above:
Metamaterials (http://www.photonicsonline.com/article.mvc/New-Metamaterial-Perfect-Absorber-Of-Light-0001?VNETCOOKIE=NO)
Unified Theory of Lasers (this was in recent science news)
Polymerization
Bioactive Paper
3D Printing (already exists)
Multicultural Leadership
Wireless Electricity (already exists)
Controlled Gravity
Artificial Gravity
Interactive Paper (prototypes exist)
Intelligent Materials (materials that remember their original shape when heated, already exist)
Invisible materials (first cloaks already made)
Wearable Electronics (clothes filled with electronics)
Adaptive Fabrics (fabrics allow sensors and processing devices to be networked together. This technology can produce fabrics that change color. The military is also interested in this chameleon-like technology to improve camouflage techniques.)
All these techs I mentioned here are currently been researched and some have working prototypes already. When I try to improve RoM's tech tree, I look for real life research projects and use that stuff as a base for my own creations. :)
Wisaeman Jun 24, 2008, 05:02 PM Its just ideas ^^
I'm study economics, and Macro economy, its based on Keynes Theorem.
Can be renamed to Modern Economics, or Governmental Economics.
Can release one Civic (Modern capitalism) (if no one knowns the actual way of government, its a mixture of traditional capitalism and governmental influences).
Unit: Great Economist
Moneymaker
Darwinism was changed actually to New-Darwinism
Quantum Computers, you are alright ^^
Some things to think:
Ecosystems Engineering = Man builds modified ecosystems, like a new specimens of Trees and plants using genetic manipulation, for that can be build combinations of forests with deferents values of hammers, gold and food.
The Ancient Temple idea can be redone to Forgotten Medicine/Art/knowledge
So soon thats the player discover some linked technology, these materials appears on the map.
Forgotten Medicine : Because the Index promoted to a religion on feudal times some ancient knowledge was forget or vanished on the time annals. Forgotten Medicine givers +2H on the plot.
Forgotten Art: Same as above
Forgotten Knowledge: Same as above
Underwater Mining (can appear mines on the sea)
Sea Engineering : Humans can create artificial islands, like Okynawa
Volcanism (mountains can generate energy, with natural heat of earth)
Terrorism: Unfortunately exists this tecnology... Unit: Terrorist, Hidden Nationality, 3 unhappiness per unit on the city was created the unit.
Scientific Management (its exist tin the fact)
Acupuncture, Reiki, Prana, Oriental Medicine, Kama Sutra (can be a Oriental Philosophy).
Modern Art
Interactive Movies
Hyper reality
Surrealism
Cubism
Modern Architecture
World Cup (football)
Universal Hospital (no frontier medics)
New Great Library (in hypotheses, the humanity decides to build a new great library).
New Resources
?
MrCrawford Jun 24, 2008, 05:43 PM Here are more of my ideas. I'm not great at modding, but I'd be more than happy to write up the Civlopedia entries for each. :)
Resource ideas:
- Titanium (used for advanced alloys for future units)
- Hydrogen (future fuel, maybe add a fusion power plant)
- Red Sand/Spice (drug like substance from the Dune novels)
- Tiberium (alien material like from Command and Conquer)
- Exotic Crops (extra terrestrial crops... I suppose there should be a feature to "plant" them, otherwise they could be seeded by random event comets)
- Plankton (seemed missing from the game, could be a future foodsource)
-
Tile Improvements:
- GMO Farm (farm that uses Genetic Modification, I suppose it would increase food but cause unhealthiness in nearby cities like a flood plain)
- Biosphere Modifier (adds healthiness/happiness)
- Tiberium Refinery (harvest Tiberium, see above)
- Spice Mines (harvest Spice/Red Sand, see above)
- Hydrogen Extraction (harvest Hydrogen, see above)
- Silo (can rebase missiles to this tile)
- Magnetic Rails (advanced railroads, increase movement)
Buildings:
- Tiberium Silos (extra gold and unhealthy with Tiberium)
- Assembling Factory (additional future unit production with titanium/hydrogen)
- Sentient AI Terminals (decrease maintenance)
- Defense Coordination (increase city defense)
- Aperture Research Center (increase research)
Wonders:
- SHODAN (Sentient Hyper-Optimized Data Access Network, from the game System Shock. Free Sentient AI Terminal in each city)
- Positronic Relay (2+ free androids in all cities)
- Hadron Supercollider (not sure if this is already in, increase research, requires x number of colliders)
Team Projects:
- Aperture Science Laboratories (from the game Portal, Enables the building of Aperture Research Centers)
- Extranet (Internet replacement, increase culture/research output of all team civilizations)
National Wonders:
- Economic Capitol (increases gold +50%, increase trade routes by 3)
- Technological Capitol (researchers in city get +3 beakers, +25% research)
- Cultural Capitol (Culture increase by 100%, requires X amount of broadcast towers)
Units (note: Warhammer 40K textures and models can be found in the Dawn of War games):
- Terminators (from the film of the same name, upgrade from Cyborgs)
- Imperator Titan (from Warhammer 40K)
- Space Marines!!!! (from Warhammer 40K)
- Guardsmen (from Warhammer 40K)
- Orbital Battlecruisers
- Spartan Supersoldiers (Halo series)
Corporations:
- Morgan Enterprises (from Sid Meier's Alpha Centauri, increase spaceship production for titanium and hydrogen)
- Soylent Green (from movie of the same name, uses kelp and plankton to increase food. To be technical, Soylent Green is people (lol), but they used the cover of "plankton" in the film, so it would be appropriate. If possible, perhaps building a Human Recycling building in a city gives the "people" resource, which SG could then use)
Civ Fuehrer Jun 24, 2008, 06:01 PM Terraforming was in earlier warlords version of this mod. That feature was taken from Greenmod 2.10 but I never included it to BtS version of my mod because AI players didn't know how to use those features.
Which is the reason I added "working mod" above
Few other techs that are on my lists but haven't been mentioned in lists above:
Metamaterials (http://www.photonicsonline.com/article.mvc/New-Metamaterial-Perfect-Absorber-Of-Light-0001?VNETCOOKIE=NO)
Unified Theory of Lasers (this was in recent science news)
Polymerization
Bioactive Paper
3D Printing (already exists)
Multicultural Leadership
Wireless Electricity (already exists)
Controlled Gravity
Artificial Gravity
Interactive Paper (prototypes exist)
Intelligent Materials (materials that remember their original shape when heated, already exist)
Invisible materials (first cloaks already made)
Wearable Electronics (clothes filled with electronics)
Adaptive Fabrics (fabrics allow sensors and processing devices to be networked together. This technology can produce fabrics that change color. The military is also interested in this chameleon-like technology to improve camouflage techniques.)
hmm, this just gave me an idea...
Under General Relativity, anti-gravity is highly unlikely, except under contrived circumstances that are regarded as unlikely or impossible. The term "anti-gravity" is also sometimes used to refer to hypothetical reactionless propulsion drives based on certain solutions to GR, although these do not oppose gravity as such. - Wikipedia
I thought if i combine the techs Laser Propulsion (theres a division of LP that IS reactionless) and Wearable Electronics, this could be an Anti-Gravity simulator tech.:D
Civ Fuehrer Jun 24, 2008, 06:22 PM Resource ideas:
- Titanium (used for advanced alloys for future units)
- Hydrogen (future fuel, maybe add a fusion power plant)
- Red Sand/Spice (drug like substance from the Dune novels)
- Tiberium (alien material like from Command and Conquer)
- Exotic Crops (extra terrestrial crops... I suppose there should be a feature to "plant" them, otherwise they could be seeded by random event comets)
- Plankton (seemed missing from the game, could be a future foodsource)
I was thinking of Hydrogen for the Fusion Plant, but decided to just add the Fission Recycling Plant instead... so they throw into the Fusion chamber what came out of the Fission chamber and it makes the Fused Raw Material that can be used for a lot of futuristic materials.
Tile Improvements:
- GMO Farm (farm that uses Genetic Modification, I suppose it would increase food but cause unhealthiness in nearby cities like a flood plain)
- Biosphere Modifier (adds healthiness/happiness)
- Tiberium Refinery (harvest Tiberium, see above)
- Spice Mines (harvest Spice/Red Sand, see above)
- Hydrogen Extraction (harvest Hydrogen, see above)
- Silo (can rebase missiles to this tile)
- Magnetic Rails (advanced railroads, increase movement)
RoM practically has GMO farm and Mag Rails already.
Buildings:
- Tiberium Silos (extra gold and unhealthy with Tiberium)
- Assembling Factory (additional future unit production with titanium/hydrogen)
- Sentient AI Terminals (decrease maintenance)
- Defense Coordination (increase city defense)
- Aperture Research Center (increase research)
The problem with these is that theres already too much gold and research in RoM already... if anything I added around 20-50% maintenance on the three Fission/Cold Fusion/Fusion plants along with the possibility to meltdown.
National Wonders:
- Economic Capitol (increases gold +50%, increase trade routes by 3)
- Technological Capitol (researchers in city get +3 beakers, +25% research)
- Cultural Capitol (Culture increase by 100%, requires X amount of broadcast towers)
RoM has Tech Capitol and Econ Capitol (Global Stock Exchange)
Units (note: Warhammer 40K textures and models can be found in the Dawn of War games):
- Terminators (from the film of the same name, upgrade from Cyborgs)
- Imperator Titan (from Warhammer 40K)
- Space Marines!!!! (from Warhammer 40K)
- Guardsmen (from Warhammer 40K)
- Orbital Battlecruisers
- Spartan Supersoldiers (Halo series)
I already have many of these on the list of unit images i was going to use.
MrCrawford Jul 02, 2008, 03:14 PM An idea for Atheism:
1) No non state religion spread. Since the state religion is none, no religions spread.
2) Add an inquisitor-like unit (like a lecturing professor or state party official) who would go in and remove religions late in the game. Since it wouldn't act like persecution, the fail rate would be a lot higher, but would yield less anger.
3) Religious riots, like the slave revolt, could cause anarchy/destruction of buildings/partisan fighters/whatever
zappara Jul 02, 2008, 05:09 PM Resource ideas:
- Titanium (used for advanced alloys for future units)
- Hydrogen (future fuel, maybe add a fusion power plant)
- Red Sand/Spice (drug like substance from the Dune novels)
- Tiberium (alien material like from Command and Conquer)
- Exotic Crops (extra terrestrial crops... I suppose there should be a feature to "plant" them, otherwise they could be seeded by random event comets)
- Plankton (seemed missing from the game, could be a future foodsource)
Okies, let's "analyze" those a bit shall we. ;)
Titanium: good resource. Widely in use these days
Hydrogen: this one is too abundant - even I can make it from water with just household materials and bit of electricity. Water is everywhere so you can't place Hydrogen as resource on map. It's true that it will be used as fuel but the amount used in fusion power plant is insignificant. In my opinion better resource choice would be Natural Gas / Methane. Deep sea areas contain massive Methane fields but currently we still lack the ability to efficiently drill these fields.
Red Sand/Spice (drug like substance from the Dune novels): not sure about this - sure new drugs get developed but what purpose would this kind resource do in Civ game? Dune's Spice kind of resource won't be found on Earth, we would have found it by now. Only alternative I can think of now would be Nanobots - if we are able to eventually to build these tiny robots, they might give us similar abilities like Dune's Spice.
Tiberium: This is much like Red Sand/Spice. As an alternative I'd use Super Molecules (also known as Bose-Einstein condensate) which are a new form of material. These have been studied over decade now and scientists have produced small quantities. For what Super molecules could be used is still a mystery, but so far have been verified that these molecules have "laser-like" properties ie. the matter waves of the atoms are coherent. Basically "Atom Laser" could be made from them.
Exotic Crops: Hmm, these might actually happen because of gene manipulation. While providing more food to people, gene manipulated plants pose a threat to natural environment.
Plankton: While it's abundant in seas, how would we transform it to something that we would eat? And if we start harvesting it, wouldn't it collapse the ecosystem in the seas?
Another resource could be Nanotubes - very strong alloys can be made out of them and it's been speculated that Space Elevator type of structures could be made with Nanotubes. Has wide variety of other uses like precision medicine and sports equipment etc.
@Civ Fuehrer
Fusion Power Plant won't be using radioactive fission waste. Fission power plant uses Uranium which has atomic weight of 238 while Hydrogen which is used in Fusion Power plant has atomic weight of 1. Splitting atoms (Fission) is quite different process than combining (Fusion) them.
Anti-Matter could be future resource, though the problem with it is how to keep it from contacting regular material which would lead to explosion. Anti-Matter traps would have to have very strong magnetic fields and most likely made from superconductive materials. As Mythbusters would say: it's plausible.
MrCrawford Jul 02, 2008, 08:12 PM Okies, let's "analyze" those a bit shall we. ;)
Okay, two related ideas for Tiberium and Exotic Crops
Tiberium (which was brought to earth via a comet) spreads at an alarming rate and is especially toxic. I think that Tiberium should spread once randomly seeded in a Future game, a little like Global Warming.
Tiberium fissures, terrain where the Tiberium roots emerge out of the ground, can be harvested for cash like regular resources. Since they absorb all minerals and useful matter, the following should happen near fissures.
1) All bonuses should cease to exist, since the Tiberium claims them to make more Tiberium.
2) The area around the fissure (one tile in each direction) becomes either desertified or laced with Tiberium (a tiberium field that cannot be harvested yet still incurs unhealthiness)
This would provide a very damaging late game mechanic. All of a sudden, resources start disappearing as Tiberium spreads - both a gift and a curse. It can be used for everything from fuel to construction, yet its very presence is toxic to organic life.
The same could be done for exotic crops on a less dramatic scale. The crops could take over existing plantlife, forever changing the face of the planet. Who knows what kind of far reaching effects our forebearers might unleash?
Civ Fuehrer Jul 03, 2008, 04:40 AM Okies, let's "analyze" those a bit shall we. ;)
@Civ Fuehrer
Fusion Power Plant won't be using radioactive fission waste. Fission power plant uses Uranium which has atomic weight of 238 while Hydrogen which is used in Fusion Power plant has atomic weight of 1. Splitting atoms (Fission) is quite different process than combining (Fusion) them.
Anti-Matter could be future resource, though the problem with it is how to keep it from contacting regular material which would lead to explosion. Anti-Matter traps would have to have very strong magnetic fields and most likely made from superconductive materials. As Mythbusters would say: it's plausible.
well i thought, the fission(a neutron is shot into the nucleus of an atom, which then bursts causing the particles shoot at other atoms etc.) would break apart anything into sub-atomic particles, they're treated from the radio-activeness, reassembled, then put into the Fusion chamber where they are then fused into something else.
The Anti-matter could be assembled in a room with perfect vacuum, and suspended in mid air by a wormhole that loops back at itself, since Anti-matter is going to be a future resource, you'd probably have wormholes by then.
Civ Fuehrer Jul 03, 2008, 04:42 AM Tiberium fissures, terrain where the Tiberium roots emerge out of the ground, can be harvested for cash like regular resources. Since they absorb all minerals and useful matter, the following should happen near fissures.
1) All bonuses should cease to exist, since the Tiberium claims them to make more Tiberium.
2) The area around the fissure (one tile in each direction) becomes either desertified or laced with Tiberium (a tiberium field that cannot be harvested yet still incurs unhealthiness)
This would provide a very damaging late game mechanic. All of a sudden, resources start disappearing as Tiberium spreads - both a gift and a curse. It can be used for everything from fuel to construction, yet its very presence is toxic to organic life.
only problem is that it would need terraforming, which the AI doesn't know how to treat.
MrCrawford Jul 03, 2008, 02:44 PM only problem is that it would need terraforming, which the AI doesn't know how to treat.
I'm not sure about that. I mean, the terrain is being changed by the Tiberium spores, not the AI or player, meaning the spread is generated a lot like Global Warming (though it might be more realistic if it spread close to itself)
At any rate, the Tiberium acts like any resource (extra hammers and gold, also supplies fuel for electricity), so the AI would just need minor tweaking (ie: recognize Tiberium as an exploitable bonus like coal)
GeoTeacher Jul 10, 2008, 10:09 PM I've been on the forums a while, but never got around to posting, but I couldn't pass this up. I love the huge Mods and this seems like a great addition to RoM.
Nanotechnology has a lot of potential as far as units and technologies go and could be split up to do any number of things.
Technologies
Nanotechnology (prereq to all of the others)
Nanoweaponization => Grey Goo
Nanoscale Fabrication => Molecular Manufacturing => Self-Replicating Machinery
Nanomedicine => Customized Drug Therapy => Molecular Imaging
Carbon Nanotubes => Hydrogen Fuel Cells / Thin-Film Solar Panels / High Altitude Wind Tubines => Zero Point Energy
Units
Grey Goo (Eric Drexler wrote a great book called Engines of Creation where he talks about the horrors of this new WMD)
Nuclear Nullification
Nanosurveillance
Chemical Weapon Nullification
(there are a ton of potential military applications for nanotech and it could even be used as a promotion for other units as well)
sickre Jul 16, 2008, 10:02 AM I actually like playing the game with future mod selected - especially if you can get a small isolated island start with enough room for 3 cities, you can develop a niche economy. Its kindof like a cheap Alpha Centauri clone. Unfortunately modern/future era atm in ROM has heaps of game-killing CTDs :-(
JosEPh_II Jul 16, 2008, 08:39 PM I quess my setup has been lucky.
I don't have CTD's. Have only had one since RoM .94 and that was because my unzip program didn't place the files in the right paths.
I greatly enjoy the modern and future eras when I reach them. They are the usual era's that I achieve my victory or my defeat. Yes I've lost a couple of RoM games since .94 version. :p
It's sad that some players have had problems, cause this is the Best Mod for BtS.
If you all get a consensus and develop a good Modern/Future Era Add-on I'll definitely D/L it.
JosEPh :)
sickre Jul 16, 2008, 09:30 PM If you all get a consensus and develop a good Modern/Future Era Add-on I'll definitely D/L it.
JosEPh :)
Hopefully a future/modern era would be integrated into the game when you select that as the starting era. I usually win the game much before I reach the modern era... let alone future. (On noble)
crossclayton Jul 21, 2008, 06:47 AM Here are a few ideas i thought of. will leave it to you modding pro's to see if you wanna use em or if they need tweaking and how to best incorporate them into RoM.
Nano units (nano suits for infantry or some vehicles with nano arnor) could get special nano upgrades such as nano speed, strength and a nano defense which would be active when in the range of Nano Infuser Station. this station would be a tile improvement much like a fort but has a muti tile range for its effect to work on nano units that have nano upgrades. the nano upgrades would be considerably better than a standard upgrade but only come into effect when in range of the Nano infuser tile improvement.
You could have a nano tech barracks for a city building to give exp to new nano units built to get them a nano upgrade to begin with.
To balance this you could have a nano diffuser unit that gains attack bonuses to nano units but is weaker than your standard future era units.
Capital Cruiser carrier-basically an orbital aircraft carrier than can carry aircraft across land and ocean cos it will fly.
Drop Pod Trooper(future version of paratrooper) get in quick and take out those Nano infuser stations!
EMP soldier- bonuses when against robots mechs etc.
underwater cities- very expensive cities to maintain, slower production time but increase in research output.
under water colonists- to build em.
fusion sub, fusion sub fighters(single man attack craft) fusion sub bombers and fusion sub carrier(underwater aircraft carrier that carries sub fighters and bombers) will all be underwater units to attack and protect underwater cities and. sub transport can be used to transport ground units to under water cities to take em over but would get a -attack penalty for having to attack straight from the transport unless it gets an upgrade so it doent get the penalty.
some new resource ideas- safe drinking water
Core mantle Ore
Guyser
natural gas
Plutonium Products
Diamond
Volcanic crystal
some resoiurces could also be found in ocean such as diamond, volcanic crystal, Core mantle ore, and other metals and minerals from civ and would need off shore plat forms to access them like oil, using underwater cities to bring them within your cultural borders.
Nanite Viral Bomb-completely wipes out anything on tile(cities, units, improvements) with no fall out effect. Extreme diplomatic consequences, very long construction time, needs Nanite Launch Facitlty built in city for that city to create the bomb. the facilty will also take a long time to construct and just possesing the building would bring diplomatic consequences. both would be very expensive to have.
couple of civ ideas- AI Function: Let your civ be governed by super computer.
+productivity and econmy, less research
and less culture. less revolt chance.
Cybernetic Implant: increased workers +productivity
less unhappiness less research
Machinist Cult: Belief in technology and science
No state religion, unhappiness for any
non state religion present. +research
less culture
can build cyber preist unit(future version
of inquisator unit) +happiness from
certain future era buildings.
Mag Lev Rail(super fast railway to replace railway in future) and underwater tunneling(underwater roads to connect your underwater cities
well there you go. hope i have something you could use.
crossclayton Jul 22, 2008, 06:01 AM couple more ideas.
Personal Shielding-defense against projectile weapons (lasers, bullets plasma, anything shot from a gun). Compensate by creating future era melee units that are unnaffected by personal shielding like vibro blades or laser axes,swords,maces or similar. good excuse to bring in cool melee units again during the future era, only make em to go against units that have prsonal shielding so there is a mix of melee and gun type units.
Psycher Units could be a future era version of the priest unit you have mentioned earlier.
tech-elemental transmutation- build structures that can change a type of metal into another eg. gold to iron, copper to alluminum etc.
MrCrawford Jul 31, 2008, 11:32 PM As a note, I think integrating the currency based experience upgrades like in Broken Star would be awesome. Maybe you could adjust them for inflation to make it more realistic.
genine Aug 03, 2008, 04:43 AM One small think I found a little odd reading threw this thread
when you would have anti-matter as a resource it would need to be like ammunition produced by a supercollider of some sort
as a natural resource it can't possible exist because it would react with ordinary matter
Civ Fuehrer Aug 09, 2008, 04:24 AM Sorry i haven't been able to do much (if at all:sad:) modding lately, but i have found some time to look through here.
@crossclayton
Ya, cities could use a new barracks, I already had in mind something like the Capital Cruiser Carrier, called an Orbital Carrier (within the Orbital Cruiser line)
@MrCrawford
I have no idea what you just referred to, but i'll take a look tomorrow ;)
@genine
all the new resources are going to be artificial resources, meaning they're only going to be made by projects, buildings, etc, and not found on the map, which i would agree that it would be odd for those things to be natural resources.
fibio Sep 21, 2008, 05:09 AM Hydrogen: this one is too abundant - even I can make it from water with just household materials and bit of electricity. Water is everywhere so you can't place Hydrogen as resource on map. It's true that it will be used as fuel but the amount used in fusion power plant is insignificant. In my opinion better resource choice would be Natural Gas / Methane. Deep sea areas contain massive Methane fields but currently we still lack the ability to efficiently drill these fields.
Problem, hydrogen is not actually the resource used for fusion. Duterium, an isotope of hydrogen is that actual resource and this is significantly more rare with about .015% of hydrogen on earth existing in this state. Hence it is not going to be redilly avalible and it would not exist as a resource. My suggestion would be make a plant synthesising it a nation wonder to be placed on the coast and this would allow fusion power plants.
zappara Sep 21, 2008, 08:05 AM Problem, hydrogen is not actually the resource used for fusion. Duterium, an isotope of hydrogen is that actual resource and this is significantly more rare with about .015% of hydrogen on earth existing in this state. Hence it is not going to be redilly avalible and it would not exist as a resource. My suggestion would be make a plant synthesising it a nation wonder to be placed on the coast and this would allow fusion power plants.I knew that :p But I didn't want to go too much into chemistry details as some might not know what Deuterium is ;) Regular Hydrogen has to be extracted as well for the fuel purposes for hydrogen cars and I'm pretty sure those same facilities can extra Deuterium isotope during the process.
fibio Sep 21, 2008, 04:13 PM Note to self: Lay off the Science Fiction forums :rolleyes:
DionyKH Oct 23, 2008, 05:38 AM An idea for a government civic:
Overmind
Would be very similar to the overmind in the ancient times of the Dune series. for those of you that don't know what this is... it's quite simple: The horror story of every sci-fi concerned with artificial intelligence. The robots have taken over society.
Would increase production by 100%, up research by 50% but drop culture by 75% and increase revolution chances by 100%.
Complete with your national titan units.
No mercy Means Nov 02, 2008, 08:28 AM Okay what about a U-bomb. It is a uniqe unit for a civ I plan on doing , but I'm being Mr. Humble and suggesting it for this mod
No mercy Means Nov 02, 2008, 08:30 AM btw a U-bomb is an IBCM that does DOUBLE THE DAMAGE
Civ Fuehrer Nov 02, 2008, 06:39 PM btw a U-bomb is an IBCM that does DOUBLE THE DAMAGE
Ya... having the nuclear war mod already integrated, theres Hydrogen bombs, atomic bombs, etc., but don't get your hopes up for this mod too much. It's just a side project when I have nothing else to do.:sad:
Civ Fuehrer Nov 10, 2008, 04:39 AM Version Alpha 0.0.02 is coming soon! Keep in mind I am only releasing this version due to problems relating to RoM already, and I'm trying to keep the mod as bug free as possible; It will only have the different Technologies hence "Alpha", They might not have names, but I'm just testing if I did everything correctly since Vista does weird things sometimes and I don't fully trust it.
Wisaeman Feb 02, 2009, 11:38 AM you have news?
JanK Feb 03, 2009, 12:56 PM Yea we wnat news ;)!
I am realy looking orward on playing this!
Keep up the good work!
JanK
CMKMStephens Feb 03, 2009, 02:08 PM couple more ideas.
Personal Shielding-defense against projectile weapons (lasers, bullets plasma, anything shot from a gun). Compensate by creating future era melee units that are unnaffected by personal shielding like vibro blades or laser axes,swords,maces or similar. good excuse to bring in cool melee units again during the future era, only make em to go against units that have prsonal shielding so there is a mix of melee and gun type units.
You'll have to pay royalties to the Herberts...
Chiyochan Feb 05, 2009, 05:50 AM I'd personally prefer terraforming to be more like a road, rather than changing the whole terrain,
Baskedyt Feb 11, 2009, 03:37 PM I have one thing, a resource. Tritium (Hydrogen-3). (I can see that Deuterium has been mentioned).
Tritium is a very energy rich substance. I has a lot of potential uses because it gives out a lot of Hydrogen - used in hydrogen bombs, its self glowing and are used as trace material because its radioactive. But is very expensive (today) - like 100.000USD per gram(!) and the world wide demand is around 400g at the moment.
On Earth it has to be made artificially, but it occurs in abundance on our moon for instance. So you could mine it there and then bring it back.
So I don't think it should be a resource you can mine on Earth, but a resource that appears when you build a series of building. I haven't looked what buildings made it into the mod so far, so I'll save that for later, or let other people decide.
Sinapus Feb 12, 2009, 05:03 AM On Earth it has to be made artificially, but it occurs in abundance on our moon for instance. So you could mine it there and then bring it back.
Are you certain you are not confusing Tritium with Helium-3?
(Hey, another resource!) ;)
rabber Feb 12, 2009, 07:48 AM Are you certain you are not confusing Tritium with Helium-3?
(Hey, another resource!) ;)
Actually, both isotopes occur naturally on Earth. Tritium is formed by cosmic rays interacting with atmospheric gases. It's rarity means that it is typically manufactured through nuclear reactions. Helium-3 is a byproduct of tritium decay and is also naturally occurring. Like tritium it is usually manufactured rather than mined. It is thought that Helium-3 is more abundant on the moon and could be mined there.
cr0ws Feb 12, 2009, 07:54 AM As a note, I think integrating the currency based experience upgrades like in Broken Star would be awesome. Maybe you could adjust them for inflation to make it more realistic.
Good idea but It would be rather difficult pulling that off in ROM.
JanK Feb 12, 2009, 12:32 PM I think the mod maker is not present on civfanatics anymore...
Baskedyt Feb 15, 2009, 06:32 AM Are you certain you are not confusing Tritium with Helium-3?
Yes I am certain. Tritium is Hydrogen-3 (1 Proton and 2 Neutrons), Deuterium is Hydrogen-2 (1 of each) and Helium-3 is 2 Protons and 1 Neutron. And like rabber says, Helium-3 is the decay product of Hydrogen-3.
Tritium is naturally available on Earth, but in very minute quantities, therefore it's still cheaper to make through a controlled nuclear fission - normally in form of a byproduct of one.
Because of the expense, you don't need that much from the moon in order to make it profitable (in todays prices).
Civ Fuehrer Feb 18, 2009, 09:12 PM I think the mod maker is not present on civfanatics anymore...
No, I'm still here, just buried under school stuff, though I haven't been on civ for a while. :sad:
EDIT: alright, hearing shouts of wanting news, i'm currently rearranging the tech tree to fit the new techs, and having touched Civ last at 2.41, i'll have to upgrade to 2.52 before i upload it.
EDIT:Now updated, but unfortunately a few things had to be gotten rid of temporarily to get the game to work. Ill add them back on later after I have all the techs needed for v1, ill upload what i have so far, please give feedback and more ideas for techs to expand on! uploaded, check first post for link
Wisaeman Feb 22, 2009, 12:22 PM very good news, if you need some help, tell us
Civ Fuehrer Feb 24, 2009, 10:15 PM Alright, i put some new stuff on the list as well as some python, the python changes are strictly from pre-coded modpacks that have the changes. I also need a name for the new era, as you can see from the 0.0.02 version in WB you can see ERA_PAN in the eras drop down menu which is a general name for it until i put something in the naming file for it. I named it ERA_PAN since almost everything is extended on (biology, chemistry, computers, weapons), it doesn't focus on just one thing.
zappara Feb 25, 2009, 10:26 AM I suggest using word Transhuman for that era as this will be the era where humans transfer their minds into computers or expand our physical capabilities with new instincts (already tests done with this) or modify human body with implants or completely transform body to new shapes (f.ex. to better survive in space) etc.
Civ Fuehrer Feb 25, 2009, 06:35 PM Transhuman Era? Sounds legit enough, :goodjob:
Wisaeman Mar 04, 2009, 08:29 PM Humm, Transhuman is perfect :D
So I have ideas to new units:
*Secret Police (this unity in your city have bonuses against enemy spies, can eat one unhappiness, etc)
*Cultists (if exists one more religion than your state religion, can appear cultists in your city, the can give unhappiness, kill your population, bring more money, etc)
*Environmental Militia (if you use civics that can be dangerous do environment, or the people health, you can suffer attack from these units, or they can appear with rebels)
*Mutations (your scientists can made a bad discover and unleashes mutation in your civilization, hunt they all :mad:)
To Buildings
*Black Market House
*Black Church (to cultists)
*City Garden(Oh Epicurus :p) (to pro-green units)
*Future Tea House (Zap, you can put a Old Tea House, to Chinese and Indian civilizations)
*Hologram Discotheque (well, actually we are in dvdtheque, but... :D)
*Spaceship Hangar
*Fut/Space Commodities Stock Exchange
*Hologram Newspaper
*Gothic Center (to modern witches, wicca, etc I put it because your magic unities)
*Regeneration Chamber
*City Botanic Garden
*Cloned Animals Zoo
Unit Concepts:
Druid (can entangle a unity, that unit cannot move for n turns)
Sorcerer (can perform ranged attacks)
Witch (act like a spy causing trouble on cities)
Bishop (can mass heal unities, like medic III, or something like it)
Paladin (mounted unit with priest heal powers)
Black Knight (can perform unhealthy spy effects, trigger diseases, etc)
Death Knight (with small chance can reduce target city population)
Black Priest (can spread black church religion and incite cultists)
Hunter/Assassin (can assassinate any unit)
Wizard (can buff or debuff a unit)
Time Mage/Teleporter (can teleport target to a random place on map)
Promotion Concepts
Cure Magic I-III
Disease Magic I-III
Assassinate I-III
Teleport I-III
Fire Magic I-III
Raise STR I-III
Raise HP I-III
Ranged Magic I-III (9,16,25 squares)
I can put more, but I'm sleepy now :D
JanK Mar 08, 2009, 01:52 PM Due all this magic stuff, the addon could be called: A better tomorow and a darker past. :D
OwieB2003 Mar 09, 2009, 01:15 PM Wots dis? Magic in a future mod? I know Arthur C. Clarke said any sufficiently advanced technology is indistinguishable from magic, but uhhh... magic + future = bad imo. Maybe a separate mod for the magic.
JanK Mar 10, 2009, 01:13 AM No, i think it's great!
It just adds more stuff, it's not like in the future you will be flying with the witches...
Well, that is my opinion, but seriusly, he can be making the mod he wants, not we want.
JanK
johntmax Mar 11, 2009, 02:05 PM You should really add stuff from the ideas of the Venus Project to this mod. Check out these links to watch videos on it. It goes into pretty good detail and has some great ideas for things that can happen in the future. The PDF is also a good read if you plan to implement some of these ideas.
Videos:
http://www.youtube.com/watch?v=9iRBTt8kvQc
http://www.youtube.com/watch?v=Cf1gZxmIDKw
http://www.youtube.com/watch?v=rYrmHhxZI2w
eBook:
http://www.thezeitgeistmovement.com/...BOOK-small.pdf
Civ Fuehrer Mar 12, 2009, 06:19 PM Wots dis? Magic in a future mod? I know Arthur C. Clarke said any sufficiently advanced technology is indistinguishable from magic, but uhhh... magic + future = bad imo. Maybe a separate mod for the magic.
As JanK said, this mod adds more stuff, hence its name A Better Tomorrow, not Future (the thread is named that since that was before i thought of a name for the mod). The magic that i was originally planning on is in the ancient era - medieval era, as mentioned in another post, the casters are just profits / mesiahs that conduct miracles in the name of their religion. The religions in which do not use ranged miracles, would have extra promotions to certain pre-existing units that correspond to that religion.;)
johntmax Mar 12, 2009, 07:07 PM My Ideas
• Techs
Automated Construction
Geothermal Energy
Sea Colonization
Maglev Technology
Modular Construction
Automated Surgery
Engineered Food (Make food from basic building blocks instead of harvesting from animals and plants)
Permaculture
• Resources
Geothermal Vent
I have an idea for the Religion system too. After humanity has advanced to the point where they no long have a need to believe in a Religion they leave the religion system and join the Philosophy System where they can choose different ways in which they believe people should live their lives.
Philosophies:
Antihumanism
Deism
Existentialism
Extropianism
Infinitism
Isolationism
Marxist Humanism
Materialism
Misanthrophy
Pragmatism
Rationalism
Speciesism
Transhumanism
Ubuntu
Nightguard Mar 15, 2009, 04:05 PM Personally, I'm going to agree with OwieB on this one. Frankly, some people might just decide to ignore your mod because it includes both magic and scifi. If you're really interested in doing both, you might want to try making them separate but compatable mods, if that's possible. That way, those who want both scifi and fantasy can have it, while those interested in just one or the other can choose to add just the portion that they would like to see in their games.
Big Heb Mar 15, 2009, 04:31 PM My Ideas
• Techs
Automated Construction
Geothermal Energy
Sea Colonization
Maglev Technology
Modular Construction
Automated Surgery
Engineered Food (Make food from basic building blocks instead of harvesting from animals and plants)
Permaculture
• Resources
Geothermal Vent
I have an idea for the Religion system too. After humanity has advanced to the point where they no long have a need to believe in a Religion they leave the religion system and join the Philosophy System where they can choose different ways in which they believe people should live their lives.
Philosophies:
Antihumanism
Deism
Existentialism
Extropianism
Infinitism
Isolationism
Marxist Humanism
Materialism
Misanthrophy
Pragmatism
Rationalism
Speciesism
Transhumanism
Ubuntu
You should add Individualism to that list.
OwieB2003 Mar 15, 2009, 04:41 PM If there's going to be sea colonization, then geothermal vents probably aren't going to cut it for new resources. Kelp, coral, and deuterium come to mind, maybe some form of deep-sea fish unless you're going to modify existing fish/whale resources to appear in the ocean.
Civ Fuehrer Mar 15, 2009, 10:27 PM If there's going to be sea colonization, then geothermal vents probably aren't going to cut it for new resources. Kelp, coral, and deuterium come to mind, maybe some form of deep-sea fish unless you're going to modify existing fish/whale resources to appear in the ocean.
The thing is, coral and kelp are everywhere on the coast, so there's no need to make them a resource, whales and fish are going to stay coastal bound, so the sea colonies survive by imports and internal gardens, and deuterium is already on the artificial resources list.
@Nightguard
The magic will stay in its own eras of ancient - medieval, but playing a very minor role. As i said, its just prophets / mesiahs conducting miracles in the name of their religion, only 1-5 magic unit may be built by each civ according to their religion, and the non-miracle conducting religions have promos. The Demigods and Gods may only be made if a random event triggers, and the Witches I am having second thoughts about. Everything becomes obsolete by a few techs in the late medieval area, and the surviving units would quickly die afterwords.
JanK Mar 16, 2009, 08:00 AM Well, as i said - it's your mod and you do what you want, not we want.
JanK
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