I like the idea of a range of transmitted power. That makes the most sense to me, out of all the things tossed around.
One question was how does it make sense for another civ's borders to push yours out? How about this: transmitted power requires specific harmonics / frequencies, and is encoded so that only your own equipment can use it. Different harmonics interfere with each other. So, it makes sense that one civ with stronger transmitters or whatever will be able to push its borders further.
Transmitted power also makes sense in how it enables units to repair (heal) faster.
By the way this would be "low grade" power. Enough to run a sensor net and minor things like that, but nothing on the scale to enable a hovertank to run (in other words, vehicles require their own power plant despite this energy grid).
Plus, transmitted power is a technology that we (Earth) don't have right now, so we have license to make up how it functions. i.e., we can do whatever we want for good gameplay.
Wodan
I had the same idea for the "conflicting frequencies". However, there seems to be some call for something that is an abstract idea like culture as opposed to a more concrete idea like distributed or "wireless" power. I'm not saying abstract is bad and concrete good, but my opinion is concrete.
Would anyone be against coming up with a timeline (say, by Sunday) of two (or even three) separate, very defined ideas for "culture" and then putting it to a vote the next week? Luckily, the outcome wouldn't affect gameplay TOO much, but does affect how we might think about gameplay.
The abstraction enters where we try to explain "why" energy or power transmissions confer the benefits/penalties they do. The idea of "conflicting frequencies" is intuitive and good. I like it.
As long as the idea I have suggested is understood, I do not mind it being rejected. Let's say we use your original idea of wireless power as template for setting up the "culture" concept. Detail it, and I will add my idea and you can decide if you want to use my ideas as part of this concept. If my ideas are rejected we would have one less option in the poll.
How many different ideas are there, exactly? I considered my interpretation to be unique enough to constitute its own idea, so if it isn't seen as running too close with the others, should I try to sum that up? More importantly, can I get some feedback first, if that's the case?
From what I've read, the distinct ideas are:
-Working tiles to claim them from the environment
-Memetic transmission as culture
-Psych-Grid
-Hybrid Meme-Energy-Psych-Psi Grid
-Expansion, as a generic term for faction-specific building effects
-Energy Grid, as a method of supplying power to improvements
-Energy Grid, as a maximum range of power transmission
-Energy Grid, as a method of determining legal ownership or industrial loyalty of land
Gerikes, I am somewhat agreeing with your view and would not object if this goes into the mod.
I think I am wasting my time on balancing connotations and denotations here. Maybe you fail to grasp what I am talking about, just don't like the idea of the presented abstraction or see no need for a general concept that can be used as a "joker" or "wild card" throughout explaining the sci-fi universe we are trying to create. I don't really know.
I offer flexibility on concepts via abstraction (less detail) and I would have liked to see the "Energy Grid" adjusted to allow for something more than just plain power and all the trivial explanations on how power or energy is important in territorial dominance.
In SMAC/X happiness and unhappiness are represented by talents, psych and drones. Even if its just the wording I get a sense of something more and something else than simply drones being unhappy citizens and psych being a measure of how much "luxuries" or "happiness" is being distributed. These SMAC/X terms are still mysterious to me in that I do not know exactly and in detail what the terms denote.
Its a little glimpse of magic because "my" SMAC/X universe is different from "your" SMAC/X universe.
When I read your article, I thought of a "Psych Field" some kind of new force ("Psi") that can be emitted similar to radio waves, and those waves could be picked up by humans who can then transfer them into a procedure to release endorphins (handling the "happiness") or picked up by machines to transfer directly into energy to power those machines. Your Psi channels can be run on certain frequencies that, on all channels, machines and humans get mostly the same effect, but Native Life Forms, who are much more sensitive to the Psi frequencies, will behave friendly or hostile based on the frequency you're running (which is determined from your Planet value).
While the Psych Grid in itself is an entity (consisting of transmitters, emitters, structures, waves, etc.) Psych is NOT an entity. Psych is an abstraction, a concept. It can denote entities or particulars like the "force field" you describe, but such a force field would only be one component among many that are part of the Psych abstraction and therefore part of the Psych Grid.
Rubin said:I think you are missing an important factor in your evaluation--and this is what I was referring to when trying to account for the reasons why my idea failed.
Gerikes, I think you are missing an important factor in your evaluation--and this is what I was referring to when trying to account for the reasons why my idea failed.
Drugs and propaganda are part of the Civ4 culture abstraction; whether these are included in your connotations or not is irrelevant. The strength of the concept lies in its lack of denotation.
Your "Energy Grid" has a scientific explanation; its simple, highly detailed and rigid. As a player, you already lost me. You told me what to think and unlike me, you are happy about it. I may differ from other players, though, so its not all bad (except for me, of course).
The important factor you are missing is that my Psych aspect is flexible. For example, if you are unhappy with the broad term Psych to account for wireless power transmission, you can freely remove this particular from the abstraction. This does not mean that you need to remove wireless power from the Psych Grid... the Psych Grid is simply the common term for the "entity" (the grid structure) that conveys 1) wireless power and 2) Psych. (You may still dislike the idea, though.)
Perhaps you are deliberately misunderstanding my point, but telling a story is a bad idea. This is not a novel we are writing but a game mod and we are severely limited in storytelling. We create abstract models and those are the ones we need to describe. Too rigid and you'll lose players like me.
Hence, I deem it pointless to keep the idea of a Psych Grid alive. Of the remaining ideas, my vote goes to Gerikes' "Energy Grid".
Well, I have this inclination to let certain facilities for certain factions double up the functions. Like a Spartan barrack gives the (normal) +[insert number] effect on morale/XP, but in addition gives a +[insert number] effect on culture/expansion. A lot like the unique building concept in Warlords. It would also omit the need for the Spartans to build (hologram) theatres so to speak.