Community Patch Future Tech Expanded

Enginseer

Salientia of the Community Patch
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Eh, mod considered downtime until I can get more inspirational ideas to furnish this.



The Information Era (IN PROGRESS)
"I think we all agree, the past is over."​

-Objective-
Implying that we might ever get into the future era, but for those that do. A reward must be for those who play for that long! Requires CP, CBP, CSD, and C4DF if possible. (Have not been tested without, use at your discretion when not doing so.)

-Goals-
JolBqBw.png

After researching your future tech, a new line of technology begins of diversity. Future Tech no longer repeats, but rather diverse tech line is clear to which civilization's path toward victory and utopia. Custom quotes included. Also includes an option to rework scientific victory (You have to build the spaceship and construct Venus and Mars colony!)

Technology | Benefits | Quote (With Voice!) | Description
Future Tech|Grants access to four new technology lines.|I think we all agree, the past is over.

Future Combat|Grants construction of the Combat Simulator, requiring barrack, armory, and a military academy built in the city. Grants +10% Combat Strength to all Land Units. |The wisest men follow their own direction.|Throughout memory acquisition to an artificial intelligence, we have perfected a program that simulates a virtual life. Armies will be disciplined and trained in many warfare just from sitting on a chair.

Genetic Manipulation|Grants the Genetic Mutation to modern units promotion which unlocks upon first combat into a random bonus. Grants access to 3 promotion-heavy national wonders: Cloning Vat... ...|It is not the strongest of the standing armies that survive, but one most responsive to change.|Genetically modification was not science fiction, but rather real in which we have encountered for all of our life in our plants and animals. Now, it is time we modify ourselves to the fullest extent.

Sea Command|Grants open borders to modern naval units. Requires Future Military|Put your shoulders to the sail.|In the future, where anti-sonar technology is advanced enough. We shall soon spy and watch our rivals from their ports.
Air Dominance|Grants +2 operational range to all air units. Requires Future Sea Command.|Everything in life is somewhere else, and you get there in the skies.|Supremacy of the skies has always been contested in present wars, with advancing technologies in the skies, one may prevail over the other.
Global Environmentalism |Begins the process of terraforming. Extend the trade routes of land and naval trade routes.|One doesn't discover new lands without losing sight of the shore.|Eventually, climate change will become a threat to human society. We must lend all our resources to help others.
Planet Restoration I|Enable the restoration of marshes to grassland and plain tiles.|We do not inherit the earth from our ancestors, we borrow it from our children.|We have lost 90% of our wetlands due to our agricultural needs and urbanization. We must undo what we have done. Let the rivers flow back into the dry lands again... Requires Global Environmentalism.
Planet Restoration II|Enable the restoration of jungles to grassland and plain tiles. Requires Planet Restoration I.|The Earth is the cradle of the mind, but one cannot eternally live in a cradle. |Let our jungles regrow back from our heavy resource consumption while enforcing stricter laws on jungle resource consumption so that it may regrow.
Planet Restoration III|Enable oasis to be built in snow and tundra tiles. Requires Planet Restoration II.|For everything there is a season and a time for every purpose under heaven.|Although, we may never find a way to extract water efficiently for growth from our deserts, we are able to extract natural clean water from our ecosystem of tundra and snow.
Future Federalism|The technology strengthens tall civilizations while also promoting a more stable wide civilizations.
Space Colonization|The technology is required to achieve a Science Victory while allowing colonization of our planets.
Future Industrialism|The technology seems to favor production-heavy civilizations.
Populism|The technology seems to relate to popularity of your leaders and correlates to positive happiness.
Universalism|The technology seems to incorporate everything from the rest, beneficial to a versatile civilization.
The Great Mistake |Future Tech basically.|The future will be a better tomorrow.|What mistake did we make in history to cause this to happen? Will we repeat it again?
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:c5happy: Community Patch Future Tech Expanded (Steam) :c5happy: (v 0)
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F.A.Q.
  • Q. Can't click
  • A. In progress. Come back in a week or so.
Feedback is appreciated.
 
I'm inclined to say yay to this, my only concern is its relevance, since people who reach that point should be winning the game already anyway.

If you aren't winning the game by the time you reach that point, then chances are you're stalling the game on purpose to get another victory type. Which is all good but then I wonder about the viability of said victory type (I'm looking at you, Tourism)
 
A better idea would be to make Beyond the future mod compatible with CBP.
People have been reporting massively bugs(6 pages of comments straight informing him of a bug and another) which either indicates to me that the mod is unstable and would be difficult to make compatible.
 
I like your ideas! I probably won't use it (for me most fascinating is early-game and while I reach modern era I'm totally bored) but I enjoyed reading this.

You've had interesting ideas with 2 first techs (simulators and genetics) but "sea command" and "air supremacy" are boring (nothing big researched, just some improvements). Not to mention that "air supremacy" name is already used in game (policy).

Terraforming sounds interesting too :)
 
but "sea command" and "air supremacy" are boring (nothing big researched, just some improvements). Not to mention that "air supremacy" name is already used in game (policy).

Terraforming sounds interesting too :)

You're possibly right. Sea Command tech will give out the open border promotion to naval and Air Supremacy tech will give +2 operational range instead of their combat bonuses.
 
Do AI knows how to use the terraforming techs?
They used the oasis terraforming because it's +3 food and +1 gold on a snow and tundra tile. I don't believe they'll think ahead to build marsh and jungles for their polders and brazilwood camps, if rarely they should.
 
You're possibly right. Sea Command tech will give out the open border promotion to naval and Air Supremacy tech will give +2 operational range instead of their combat bonuses.

Better but those techs have nothing interesting in description. I mean, it doesn't feel like new technology. Those "Sea command" and "Air supremacy" could be as well policy or wonder effects.

It needs some sci-fi idea :)
 
Will there be future units as well?

Also Could we also see a mod that takes us back to the pre-historic era so that we start before the ancient era?
 
some common ideas from sci-fi books that could fit in your mod:

Anti-aging complex - drastically increased life span. Double growth in all cities, or add a big amount of food.

Viral superweapon - could be a mechanic similar to nuclear bombs. You have to finish a national wonder similar to Project Manhattan, and then you can create a new strain of super deadly disease. You release it on the enemy, and it spreads among the cities probabilistically, based on trade routes and presence of harbor/airport/roads, and proximity. Of course, it can jump to other civ's cities, including yours. And so on, until a vaccine is found X turns later. Maybe add a building similar to nuclear shelter - Epidemiology lab - that decreases casualties.

Virtual reality - remove boredom in all cities/add culture.

Space agency - national wonder, X science per turn, big gold maintenance.

Asteroid mining - project like World Fair, but executable multiple times. Requires space agency, provides some production and a lot of gold.

AI - national wonder, X science per turn, exponentially increasing over time. Its pretty much already here. Also check out Watson.

Advanced neuroplastics - increase spy steal rate

Exoskeletons - Increases productivity in all cities by X%, gives combat strenght bonus to land units X%.

Space elevator
genetic engineering
Mars, Europa and Titan colonization and terraforming
nanotechnology

edit: consider adding artificial island to the terraforming techs
 
@skitter Those are some pretty awesome ideas!

Maybe some other ideas could be orbital based weaponry like the Rods from God that would obliterate cities like nukes but not leave radiation.

Or the Neutron bomb which kills units and population but leaves buildings intact.

Ocean cities would be pretty cool. Can be built out in deep ocean.
 
Will there be future units as well?

Also Could we also see a mod that takes us back to the pre-historic era so that we start before the ancient era?

If there is a possibility of future units, they most likely won't have a unit model and won't be implemented.

some common ideas from sci-fi books that could fit in your mod:

Anti-aging complex - drastically increased life span. Double growth in all cities, or add a big amount of food.

Viral superweapon - could be a mechanic similar to nuclear bombs. You have to finish a national wonder similar to Project Manhattan, and then you can create a new strain of super deadly disease. You release it on the enemy, and it spreads among the cities probabilistically, based on trade routes and presence of harbor/airport/roads, and proximity. Of course, it can jump to other civ's cities, including yours. And so on, until a vaccine is found X turns later. Maybe add a building similar to nuclear shelter - Epidemiology lab - that decreases casualties.

Virtual reality - remove boredom in all cities/add culture.

Space agency - national wonder, X science per turn, big gold maintenance.

Asteroid mining - project like World Fair, but executable multiple times. Requires space agency, provides some production and a lot of gold.

AI - national wonder, X science per turn, exponentially increasing over time. Its pretty much already here. Also check out Watson.

Advanced neuroplastics - increase spy steal rate

Exoskeletons - Increases productivity in all cities by X%, gives combat strenght bonus to land units X%.

Space elevator
genetic engineering
Mars, Europa and Titan colonization and terraforming
nanotechnology

edit: consider adding artificial island to the terraforming techs

Anti-aging complex sure, Viral superweapon is a pain to implement since I only have basic knowledge of LUA, Virtual Reality looks nice, sure I can do some space agency and asteroid mining from world congress' events, not going to bother with advanced neuroplastics and exoskeletons. Space elevators and solar system colonization is in progress as a concept of multiple "world wonders".

@skitter Those are some pretty awesome ideas!

Maybe some other ideas could be orbital based weaponry like the Rods from God that would obliterate cities like nukes but not leave radiation.

Or the Neutron bomb which kills units and population but leaves buildings intact.

Ocean cities would be pretty cool. Can be built out in deep ocean.
Eh, radiation is in globaldefines.xml and I wouldn't want to touch it since globaldefines interfere with anything that use properties of nukes. Oceanic cities has been made as a mod a while ago by framedarchitecture as a DLL mod, so I've rather not.
 
@Enginseer You should check out Lincoln_lyf's Superpower Total Conversion Mod for some cool future units such as the Orbital Kinetic Bombardment Weapon and some other cool units and technologies.
 
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