C2C - Galactic Era

Part 1

Note recaps from the RoMiS ideas thread.

Propulsion Methods:
Spoiler :

Solid Rocket = 7km/s, 1mN (mega newton = 1,000,000 newtons), very limited fuel, used for moon(s)

Liquid Rocket = 14km/s, 1mN, very limited fuel, used for moon(s)

Ion Thruster = 600km/s, 1cN (centi-newton) used for solar system traversal

Solar Sails (only be used to reduce inner solar system maintenance)

VASIMR = 900km/s, 1kN settle Alpha Centauri or equivalent

Magnetic Sails (only be used to reduce overall solar system maintenance)

Nuclear Pulse Propulsion = 15,000km/s, 10tN trade with Alpha Centauri more efficiently but cannot settle with since thrust would crush a person.

ACNPP = 62,000km/s, 60tN trading only

Antimatter Rocket = 100,000km/s, 1pN (petaNewton) strictly terrestrial probes, thrust would crush anything not actually attached to the craft.

Neutrino Oscillation Pulse = 9,000tm/s (terameters) Pulse only lasts one second, but must be within a black hole's gravity range to enter a wormhole or craft would self terminate from thrust.

Wormhole traversal (needs Neutrino Oscillation Pulse to enter successfully or craft will be destroyed by the singularity, otherwise wormholes would only be used for fast communications)

Folding Space = fold limited amounts of space at any one time, roughly 1ly - 100ly (light years)(only enough to explore galaxy, game winner)

Space Creasing = fold larger amounts of space at any one time, roughly 1,000ly - 1,000,000,000ly(only enough for intra-galactic trading)

Solar system planet type zones:
Spoiler :

Inner Solar System:
percent decides distance - mercury would be a 15%, mars would be a 85%
0%-12% = no planet zone
13%-30% = too hot, planets have 0 moons
31%-45% = habitable but needs terraforming, planets have 0-1 moons
46%-68% = habitable zone, home world is automatically here, planets have 1-2 moons
69%-88% = habitable but needs terraforming, planets have 0-2 moons
89%-100% = too cold & high chance of asteroid bombardment, planets have 0-2 moons
2-5 planets (excluding home planet)

Asteroid Belt

Outer Solar System:
percent decides distance from belt - Jupiter would be a 20%, Pluto would be a 94%
0%-10% = too close to belt
11%-91% = gas giants
92%-100% = large asteroids
1-5 gas giants
2-20 moons
0%-30% = too close, radiation and heat
31%-60% = habitable, temp relies on distance
61%-100% = too cold
0-3 large asteroids

Asteroid Sphere

planet type zones offsets
Spoiler :

number of stars will just offset base distance percentage system appropriately, temp zones will only be affected by sun with highest % shift.

star size affects temp zones
small = 5% downward shift
ms = 2% downward shift
medium = normal percents as shown above
ml = 2% upward shift
large = 5% upward shift

star heat (color) affects temp zones
purple = no purple stars will have inner solar system planets
red = 5% downward shift
orange = 2% downward shift
yellow = normal percents as shown above
bright blue = 2% upward shift
white = 5% upward shift

vehicles: (might need revisions)
Spoiler :
Probes and Satellites
- Interstellar Probe (Locates Habitable Planets)
- Meteor Satellite (Scans the Sky for Incoming Meteors and Asteroids)
- Communications Satellite (Gives Communications Between Colonies and Satellites)
- Geological Penetration Probe (Marks Resources for Mining)
- Weather Satellite (Track the Planets Weather)
- Orbital Observer Satellite (Maps the Planet)

Robots and Vehicles
- RoboDozer
- RoboDigger
- RoboMiner
- Rover
- Cargo Truck
- Construction Vehicle
- Earthworker
- Evacuation Transport
- Repair Vehicle
- RoboSurveyor
- Scout

Colony Buildings
- Cargo Lander (Land Your Cargo to the Planet's Surface)
- Colonist Lander (Lands Your Colonists to the Planet's Surface)
- Tokamak Reactor (Provides Nuclear Power)
- Solar Array (Provides Solar Power)
- Life Support (Provides Breathable Air for the Colony)
- Agrodome (Provides food for the Colony)
- Command Center (Main Building of the Colony)
- DIRT [Disaster Instant Resonse Team] (Helps reduce damage in emergencies)
- Consumer Good Factory (Provides good for the colony)
- Vehicle Factory (Creates Robots and Rovers)
- Forum
- Garage (Repairs Vehicles and Robots)
- Geothermal Plant (Provides Geothermal Power)
- GORF [Garbage and Ore Recycling Facility] (Recycling Center)
- Guard Post
- Laboratory (Basic, Standard and Advanced)
- Medical Center
- Meteor Defense
- Nursery (For Kids)
- Observatory
- Recreational Facitlity
- Residence (Basic, Advanced, Reinforced)
- Robot Command Center
- Smelter
- Spaceport
- Storage Tanks
- trade Center
- University
 
Part 2

Technologies, Units and Buildings:
Spoiler :

Key
RS = Reveal in Spacepedia
WW = World Wonder
TP = Team Project
NW = National Wonder
PP = Planetary Project
WP = World Project

Ancient Era
- Mysticism
--- Sun (RS)
--- Moon (RS)

- Stargazing
--- Stargazer's Hut
--- Visible Planets (RS)
--- Brightest Stars (RS)
--- Comets (RS)

Classical Era
- Calendar
--- Solar Cycles (RS)
--- Lunar Cycles (RS)

- Astrology
--- Astrologer's Hut
--- Star Constellations (RS)
--- Visible Planet Cycles (RS)
--- Comet Cycles (RS)

Renaissance
- Astronomy
--- Observatory [Already In Game]
--- Other Solar System Planets (RS with Observatory)
--- Asteroid Belt (RS with Observatory)
--- Nearest Galaxies (RS with Observatory)
--- Sunspots (RS with Observatory)
--- Lunar Topography (RS with Observatory)
--- Terrestrial Planet Topography (RS with Observatory)
--- Gas Giant Moons (RS with Observatory)

Industrial Era
- Radio Astronomy
--- Radio Telescope
--- Pulsars & Quasars (RS with Radio Telescope)

- Rocketry

Modern Era
- Advanced Rocketry

- Satellites
--- Military Satellites [Already in Game]

- Astronautics (Civ V new)
--- Lunar Rover Rocket

- Astro-Environmental Systems (Replaced Lunar Exploration)
--- Apollo Space Program [Already in Game] (will become a project without a victory)
--- LCROSS mission(tells how much water is on moon for future colony's maintenance)

- Space Flight
--- Planetary Rover Rocket
--- Communications Satellites [Already in Game]
--- Hubble Space Telescope [Already in Game]
--- Planetary Satellites

- Space Stations
--- International Space Station [Already in Game]
--- Space Elevator [Already in Game]
--- Space Laboratory [Already in Game]
--- Replace ISS project with ISS colony (future reference)

- Ion Propulsion
--- PTF (Propulsion Testing Facility)
--- IP Rocket
--- Deep Space Research Institute [Already in Game]

Trans-Human Era
- Orbital Flight
--- Orbital Bomber [Already in Game]
--- Orbital Fighter [Already in Game]
--- Aerospace Complex [Already in Game]

- Orbital Megastructures (To Replace Space Colonization, merged with Orbital Tourism)
--- Orbital Factory [Already in Game]
--- Orbital Hotel [Already in Game]
--- Orbital Tourist Shuttle
--- Zero G Sports Arena [Already in Game](Moved here instead)

- Advanced Astro-Environmental Systems (Replaced Lunar Colonization)
--- Lunar Settler
--- Lunar Colony Communications
--- Lunar Base
--- Lunar Laboratory
--- Mission to Mars (TP)

-Astro-Geology
--- Astro-Geology Laboratory
--- Detailed Planetary Topography RS

- Lunar Trade
--- Lunar Hotel
--- Lunar Spaceport

Galactic Era
--Lunar Megastructures (Replaced Lunar Manufacturing)
--- Lunar Factory
--- Lunar Starship Factory
--- Planetary Robot Rovers

- Astro-Extraction (Replaced Asteroid Mining)
--- Astroidal Imports Co. (Currently not possible in Civ V)
--- AMFMRS (Asteroid Mining Facility Moon Resource Shuttle)
--- Asteroid Mine

- Astrobiology
--- Astrobiology Laboratory
--- Search for Life on other World (TP)

- Solar Propulsion
--- Interplanetary Solar Cruiser
--- Cheaper Inner Solar System maintenance
--- Mars Colony MRS (Moon Resource Shuttle)
--- Planetary Bases

- Photonic Satellites
--- Planetary Colony Communications
--- Planetary Laboratory

- Planetary Trade
--- Planetary Hotel
--- Planetary Spaceport
--- Martian Imports Co.
--- Martian Space Freighter

- Extraterrestrial Agriculture
--- Agrodome

- Planetary Extraction
--- Planetary Extraction Moon Resource Shuttle

- Planetary Megastructures
--- Planetary Megastructure Moon Resource Shuttle
--- Planetary Factory

- Colony Arcology
--- Mission to Europa
--- Colony Arcology

- Planetary Terraforming
--- Mission to Venus
--- Terraforming Platform Moon Resource Shuttle
--- Atmosphere Pump
--- Terraforming Nanobots

- Astroecology
--- Alien Zoo
--- Wildlife Planet (Can make an entire planet to become a wildlife preserve).
--- Alien Safari Tour
--- Alien Laboratory

- Mass Driver Launcher
--- Railgun Cargo Launcher

- Solar Ordnance
--- Astro-Particle Artillery
--- Space Sentinels

- Magnetic Sails
--- Interplanetary Magnetic Cruiser
--- Cheaper Solar System Maintenance

- Nuclear Pulse Propulsion
--- Interplanetary Express Rocket MRS
--- Deep Space Probe
--- Deep Space Rover

- Launch Arcology
--- Launch Arcology

- Attometer Engineering
---UVB Manufacturing Plant
---(Dyson Sphere will be a colony project)

- Atomization Field
---Atomizing Box(WW)
---Atomized Fusion Plant

- Teleportation
--- First Atomized Animal(TP)
--- Decentralized Teleporters
--- Lunar Teleport (Moon Resource Shuttles Obsolete)

- VASIMR Propulsion
--- Seedship (Can Colonize Entire Planet at Once)

- Weaponized Disintegration
--- AIPD (Atomizing InterPlanetary Defenses)

- Planetary Engineering
--- Arcology Planet

- Species Uplifting
--- Monolith

- Interstellar Trade
--- Alpha Centauri Imports Co.
--- Alpha Centari Space Freighter

- Xenolinguistics
--- Alien Embassy

- Artificial Planets
--- Artificial Moon
--- Artificial Auxiliary Planet
--- Artificial Gas Giant

- Interstellar Colonization
--- Generation Ship

- Astroanthropology
--- Galactic Cantina
--- Museum of Humanity

- Advanced Seedships
--- Mega Seedship (Can Colonize Entire Solar Systems)

- ACNP Propulsion
--- Cheaper Interstellar maintenance

- Artificial Stars
--- Artificial Yellow Dwarf Star
--- Artificial Red Dwarf Star
--- Artificial Red Giant Star
--- Artificial Blue Giant Star
--- Artificial White Dwarf Star
--- Artificial Brown Dwarf Star
--- Artificial Neutron Star
--- Artificial Pulsar
--- Artificial Supergiant Star

- Weaponized Antimatter
--- Planetary Shield Satellites

- Antimatter Rocket
--- Galactic Sector Probe

- Singularity Stabilization
--- First Artificial Blackhole(PP)

- Trans-tangible Neutrino Accelerators
--- First Near-Light Speed Probe(TP)
--- Black Hole Probe(there will be a similar unit for colonies to build too)

- Wormhole Communications
--- Interstellar Communications Satellite

- Wormhole Traversal
--- First Animal through a Wormhole
--- Cheaper Galactic Maintenance

- Galactic Federation
--- Galactic Code WP
--- Federation of Planets WW (United Nations for Space)

- Time Travel
--- Temporal Construction Co. (instant build times for insane maintenance)

- Folding Space
--- Cheaper Galactic Maintenance

- Space Creasing
--- Cheaper Galactic Maintenance

- Megastrong Alloys
--- (need to replace current Space Victory Shuttle with this)

- Transverse Euclidean Geometry
--- First Four Dimensional Animal(TP)
--- 4D Melee Unit(s)(shot projectiles won't be able to toggle dimensional plane in which it exists to physically damage 3D objects)

-Dual-flux Quantum Temporal Rift
--- Quantum Temporal Rift Inducer(WW)
--- Omni-Chronology Laboratory (NW)
--- Temporal Suspension Animator Factory
--- Temporally Suspended Droid

- Endogenous Euclidean Propulsion
--- 4D UAVs
--- 4D USVs (Unmanned Spacial Vehicles)

- Euclidean 5-Space Geometry
--- 5D Artifical Gravity

- Analyze Strings (repeatable)
--- Ascension Event
--- Replaces "Future Tech" tech
--- Gives same effects as "Future Tech"


Screens:
Spoiler :

Main Screen:
Astropedia

Tabs:
Discovery
Tells your people where and how to search the skies.

Planetarium
Tells you what you have discovered and gives you the demographics for each entry, sorted by Galaxy/Sector/System/Subsystem

Command
Allows you to communicate with your colonies and direct ships stationed at those colonies.

Ship Augment
Allows you to research how to create better ships. The more of one branch you have, the more difficult it is to attain the other. Split between Speed, Armor and Damage. These will allow for the player to discover new synthetic material to use on their ships.
 
Part 3

Ok here are some ideas ...

Note that the some require buildings from other mods. These would be only in effect if the user had that particular mod installed too. In addition I also added 3 new resources "Alien Microbes", "Alien Flora" and "Alien Fauna". This is assuming that Afforess makes the "goods mod" and these can count as "goods" rather than true "resources".

-----
Spoiler :

Astrogeology Lab (Req Astrogeology)
Cost: ?

Special Abilities
  • +6 Science
  • 5% with Marble
  • 5% with Stone
  • 5% with Obsidian
  • 5% with Gems
  • Can turn 2 Citizens into a Scientist
  • Requires Geology Lab (Science Mod)

-----

Astrobiology Lab (Req Astrobiology)
Cost: ?

Special Abilities
  • +6 Science
  • Can turn 2 Citizens into a Scientist
  • +5% Science with "Alien Microbes"
  • Requires Biology Lab (Science Mod)

-----

Alien Lab (Req Astroecology)
Cost: ?

Special Abilities
  • +7 Science
  • Can turn 3 Citizens into a Scientist
  • Risk of "Alien Outbreak".
  • +5% Science with "Alien Flora"
  • +5% Science with "Alien Fauna"
  • Requires Astrobiology Lab

Maybe this could give some sort of special "alien" promotion for units from this lab. Or even "alien units" for possible future AToM expansion mods.

-----

Agrodome (Req Planetary Agriculture)
Cost: ?

Special Abilities
  • +10 Food
  • +5% Food with "Alien Flora"
  • Requires Farmscraper III

-----

Alien Zoo (Req Astroecology)
Cost: ?

Special Abilities
  • +20% Science
  • +20% Culture
  • +25% Maintenance
  • +5 Commerce with "Alien Flora"
  • +5 Commerce with "Alien Fauna"
  • Requires Zoo (Zoological Buildings Mod)

-----

Alien Embassy(Req Species Uplifting)
Cost: ?

Special Abilities
  • +25% Production
  • +25% Gold
  • +25% Science
  • +25% Culture

-----

Galactic Cantina(Req Astroanthropology)
Cost: ?

Special Abilities
  • +10 Culture
  • +2 Free Celebrities
  • +5 Happy
  • +1 Happy from Hit Singles
  • +1 Happy from Tobacco
  • +1 Happy from Alcohol
  • +1 Unhealthy from Tobacco
  • +1 Unhealthy from Alcohol
  • Requires Access to Power
  • Requires Alien Embassy

-----

Museum of Humanity (Req Astroanthropology)
Cost: ?

Special Abilities
  • +2 Gold
  • +2 Culture
  • +20% Science
  • +20% Culture
  • Can turn 2 citizens into Scientist
  • +10% Commerce from Ancient Relics
  • Requires Museum

-----

Federation of Planets(Req Galactic Federation) [Great Wonder]
Cost: ?

Special Abilities
  • Triggers Galactic Federation Universal Events
  • Guarantees Eligibility for Diplomatic Votes
  • +3 Unhappy with Nationalism
  • Cities More Likely to create Great Merchant
  • Diplomatic Victory must be Enabled
  • Requires at least 3 Teams
  • Requires 5 Alien Embassy

-----


These are the ones I have thought about so far. Tell me what you think.

In the mean time I will be ignoring the goods and having the buildings not require them. In time if the Goods is still not released i'll make either an event or a feature for them.

I like the ideas but what should i do with

Planetary Satellite Shield Management Facility
Technology: Interplanetary RR Defenses
Cost: 7400

Space Sentinel Defense Center
Technology: Interplanetary RR Defenses
Cost: 7800

The initial ideas were yours after all. Perhaps I should take them out for now and put them back in with another addon to the modmod franchise? If so I was thinking they would fit in nicely with either Alien Outbreak! or Black Expanse Bloodshed.
 
Part 5

Spoiler :
Stargazer's Hut
Technology: Stargazing
Obsolete: Astrology
Cost: 40
+1 happy
+10% science

Mayan Calendar
Technology: Calendar
Obsolete: ?
Cost: 180
+1 gp science
+1 gold
+1 science
+2 culture
+10% science

Astrologer's School
Technology: Astrology
Obsolete: Astronomy
Cost: 65
+1 happy
+2 culture
+2 science
+5% science

Sputnik
Technology: Satellites
Obsolete: ?
Cost: 1900
+5 gp science
+2 happy to nearby cities
+20% science
+3 civilian science specialist slots
+5 culture

Lunar Rover Control Center
Technology: Lunar Exploration
Obsolete: Lunar Colonization
Cost: 2500
+10 gold maintenance
+3 science
+5% science

Planetary Rover Control Center
Technology: Space Flight
Obsolete: Planetary Colonization
Cost: 3100
+20 gold maintenance
+5 science
+10% science

Propulsion Testing Facility
Technology: Ion Propulsion
Upgrades: Interplanetary Propulsion Center
Cost: 3800
+10 gold maintenance
+20% science

Lunar Colony Communications Center
Technology: Lunar Colonization
Cost: Built on Lunar Settler event
Type: National Wonder
+500 gold maintenance (+400 w/ Solar Propulsion), (+350 w/ Magnetic Sails), (+200 w/ Mass Driver), (+100 w/ Teleportation)
+5 science (with Lunar Laboratory Event)
+20% science (with Lunar Laboratory Event)

Astrogeology Laboratory
Technology: Astrogeology

Lunar Exports
Technology: Lunar Manufacturing
Obsolete: Mass Driver Launcher
Reqs: Lunar Colony Communications Center
Cost: 3900
+40 gold maintenance (+30 w/ Solar Propulsion), (+20 w/ Mass Driver), (+10 w/ Magnetic Sails), (+5 w/ Teleportation)
-20% hammers
Allows: Moon Resource Shuttles

Astroidal Imports Co.
Technology: Asteroid Mining
Reqs: Astroid Mining Moon Resource Shuttle
Type: Corp HQ
Cost: 4000
+60 gold maintenance (+40 w/ Solar Propulsion), (+30 w/ Magnetic Sails), (+20 w/ Mass Driver), (+10 w/ Teleportation)
+4.6 gold/city
Provides: Iron x1, Bauxite x1
allows: +3.8 hammers, +6 culture/resource

Astrobiology Laboratory
Technology: Astrobiology

Interplanetary Propulsion Center
Technology: Solar Propulsion
Cost: 4800
+50 gold maintenance
+10% science
+2 science specialist

Mars Communications Center
Technology: Planetary Colonization
Reqs: Mission to Mars
Cost: 4500
+20 gold maintenance
+2 science specialist

Spaceport Airlines
Technology: Planetary Tourism
Cost: 5200
+50 gold maintenance (+40 w/ Magnetic Sails), (+30 w/ Teleportation)
+8 culture
+15% gold

Agrodome

Planetary Mining Imports
Technology: Planetary Mining
Cost: 4800
+60 gold maintenance (+ 40 w/ Magnetic Sails), (+20 w/ Mass Driver), (+10 w/ Teleportation)
+20 hammers

Planetary Factory Exports
Technology: Planetary Manufacturing
Cost: 5500
+80 gold maintenance (+60 w/ Magnetic Sails), (+40 w/ Mass Driver), (+20 w/ Teleportation)
+10% hammers

Alien Zoo
Technology: Astroecology

Alien Laboratory
Technology: Astroecology

Interplanetary Communications Satellite
Technology: Intrastellar Communications
Cost: 6200
+40 gold maintenance
+1 trade route

Railgun Cargo Launcher
Technology: Mass Driver
Cost: 6800
-20% maintenance
+4 trade routes

Railgun Rocket Launcher
Technology: Interplanetary RR Defenses
Cost: 7100
+10 gold maintenance
+80% intercept nukes
+100% intercept planes

Planetary Satellite Shield Management Facility
Technology: Interplanetary RR Defenses
Cost: 7400

Space Sentinel Defense Center
Technology: Interplanetary RR Defenses
Cost: 7800

Martian Imports Co.
Technology: Intrastellar Trade
Type: Corp HQ
Cost: 7400
+90 gold maintenance (+60 w/ Magnetic Sails),
+5.2 gold/city
+4 hammers, +2.5% hammers / resource

UV Manufacturing Plant
Technology: Attometer Engineering
Cost: 8600
+10 gold maintenance
+15 hammers

Atomizing Machine
Technology: Atomization Field
Type: World Wonder
Cost: 18800
-5% maintenance
+5 science specialist
+5 science GP
Allows: Atomized Fusion Plant in every city on same continent

Atomizing Fusion Plant
Technology: Atomization Field
Cost: 10000
+50 gold maintenance
Allows: Clean Power
+5 hammers
+5% hammers
+5 science
+10% science
+10 culture

City Teleporter
Technology: Teleportation
Reqs: First Atomized Animal
Cost: 11500
-10% maintenance
+5 trade routes

Lunar Teleporter
Technology: Teleportation
Reqs: First Atomized Animal
Type: National Wonder
Cost: 12500
-10% maintenance
Obsoletes: Moon Resource Shuttle
Allows: Moon Resource Package

Interstellar Propulsion Testing Facility
Technology: VASIMR Propulsion
Cost: 15000
+80 gold maintenance
+10% science
+3 science specialist
+2 science GP
+5 science

Atomizing Interplanetary Defenses
Tech: Weaponized Disingegration
Cost: 21000
+160 gold maintenance
+90% nuke interception
+150% plane interception

Alien Embassy

Alpha Centauri Imports Co.
Technology: Interstellar Trade
Type: Corp HQ
Cost: 22000
+600 gold maintenance (+400 w/ VASIMR Propulsion)
+12.6 gold/city
Allows: +6 hammers, +8.6 gold / resource

Galactic Cantina
Technology: Astroanthropology

Museum of Humanity
Technology: Astroanthropology

Federation of Planets
Technology: Galactic Federation

Astro-Chronology Laboratory
Technology: Time Travel
Cost: 31000
+1200 gold maintenance
+20 science
+150% science

Dimensional Gateway
Technology: Transverse Euclidean Geometry
Cost: 58000
+2500 gold maintenance
allows: 4 dimensional units

Quantum Temporal Rift Inducer
Technology: Dual-Flux Quantum Temporal Rift
Cost: 82000
+3200 gold maintenance
allows: Temporal Zone shifting

Omni-Chronology Laboratory
Technology: Dual-Flux Quantum Temporal Rift
Cost: 65000
+2800 gold maintenance
+50 science
+200% science

Temporal Suspension Animator Factory
Technology: Dual-Flux Quantum Temporal Rift
Cost: 71000
+3600 gold maintenance
+50 hammers
+150% hammers
allows: Temporally Shifting units

---------------------------------------------------------------
Also I added a new tech; Dual-Flux Quantum Temporal Rift which I will be adding to the TechInfos tomorrow along with it's civ entry codes and description.
 
Part 6

I think all I was asking was could you give generic names for things rather than specific ones? For example saying something other than "Mission to Mars" for the nearest inhabitable terrestrial planet. Or even somehow have it randomly generate the name. I thinks its impossible but I thought I should ask.

And as I think about it more the harder it is to think of a better name than "Mission to Mars". All i could think of is the lame name of "Mission to NTP (Nearest Terrestrial Planet)". Its not very creative but it is at least general enough to work.

Whatever. In this case and other names like ie. Lunar, Solar, Alpha Centaui, Europa, Jupiter, etc. I will have to agree with you.

Disregard my previous ramblings and I support your plans for a familiar solar system and a randomly generated Milky Way Galaxy with some familiar names sprinkled in. Here are some real life star systems from the game "Outpost". And in the game it gave them each planet info from the deep space probe.

- Alpha Aquilae (0 Planets)
- Alpha Centauri A (1 Mercury-like, 1 Mars-like)
- Alpha Centauri B (1 Mars-like, 1 Phobos-like)
- Barnard's Star (0 Planets)
- Beta Hydri (1 Moon-like, 1 Mars-like)
- Delta Pavonis (1 Mercury-like, 1 Moon-like, 1-Mars-like, 1 Saturn-like)
- Epsilon Eridani (1 Venus-like, 1 Ceres-like)
- 82 Eridani (1 Mars-like, 1 Pluto-like)
- Eta Cassiopeiae A (1 Mercury-like, 1 Mars-like)
- HR 7703 A (0 Planets)
- HR 8832 (1 Mercury-like, 1 Jupiter-like)
- Kruger 60 (0 Planets)
- 70 Ophiuchi A (1 Mars-like, 1 Neptune-like)
- 36 Ophiuchi B (1 Phobos-like)
- 36 Ophiuchi A (1 Pluto-like)
- Procyon (0 Planets)
- Ross 248 (0 Planets)
- Sigma Draconis (1 Mercury-like, 1 Venus-like, 1 Moon-like, 1 Mars-like)
- Sirius (0 Planets)
- Tau Ceti (1 Mercury-like, 1 Venus-like, 1 Mars-like)
- Wolf 359 (0 Planets)

Note these were based on the game and not real life. I am sure each of them have more planets in real life.
 
3. Well how about for the space race victory can be a spaceship to another galaxy that uses the super massive back hole at the center of the galaxy? We would have to make new types of parts such as

- SS Casting could be some sort of shielding.
- SS Cockpit could be some sort of sentient ship computer
- SS Docking Bay could be some sort of Dyson Sphere sized space dock.
- SS Life Support and SS Stasis Chamber could be some arcgology stuff
- SS Engines and SS Thrusters could be some sort of super massive black hole drive.

If you have better ideas be my guest. I am rather stumped.

One problem with the Galactic Era is the space ship victory. Since we assume spaceships much more advanced that this will be in the game and we will colonize planets like Alpha Centauri. So I am thinking of changing them to a time machine or interdimensional ship. Here are some ideas for what techs should enable what parts. course the pats would need new names.

- SS Casting = Megastrong Alloys
- SS Cockpit = Galactic Federation
- SS Docking Bay = Attometer Engineering
- SS Life Support = Advanced Seedships
- SS Stasis Chamber = Cryogenics? (maybe something completely different so no slumbering)
- SS Engines = Endogenous Euclidean Propulsion
- SS Thrusters = Endogenous Euclidean Propulsion
 
How about a Maschine that help the Humans to become a Higher Liver Form of pure thought?

But how do you whant to display or even Manage the new Colonies?
I doubt that I will ever reach past Indusrial age in any of the slow games with this mod so I probably won't see this era at all.
 
But how do you whant to display or even Manage the new Colonies?

Originally Civ Fuehrer proposed a new menu which kept track of all this info. He called it the "Spacepedia" and it listed all the planets and colonies and stuff. However with him inactive we will probably have to abandoned that method and use buildings or projects or something.

I was hoping by posting this thread people like Koshling might be able to help with advanced stuff like that. In short I will put in all the stuff I am capable of doing and hopefully along the way the other more advanced stuff can be added by someone who knows menu stuff.
 
Originally Civ Fuehrer proposed a new menu which kept track of all this info. He called it the "Spacepedia" and it listed all the planets and colonies and stuff. However with him inactive we will probably have to abandoned that method and use buildings or projects or something.

I was hoping by posting this thread people like Koshling might be able to help with advanced stuff like that. In short I will put in all the stuff I am capable of doing and hopefully along the way the other more advanced stuff can be added by someone who knows menu stuff.

How is an off-world colony intended to show up in map terms? Is it just a conceptual thing (so only shows up as statistics in one or more screens) or does it actually have map associated with it somehow?
 
How is an off-world colony intended to show up in map terms? Is it just a conceptual thing (so only shows up as statistics in one or more screens) or does it actually have map associated with it somehow?

Civ Fuehrer did start on the menu for civ4. I cannot get th files to work but here they are. Also he seemed to get a working menu for Civ 5 based on the Civ 4 ones. So here are some screenshots he took of them.

Note that this was the incomplete version of AToM so there are things in it alike the techs and splash screen. See if you can recover any of the stuff he did for the new menu. Note it was made more for Rise of Mankind so things may need to be changed.

EDIT: Apparently the mod is too big to post. I will try to post the specific files for it soon.
 
Civ Fuehrer did start on the menu for civ4. I cannot get th files to work but here they are. Also he seemed to get a working menu for Civ 5 based on the Civ 4 ones. So here are some screenshots he took of them.

Note that this was the incomplete version of AToM so there are things in it alike the techs and splash screen. See if you can recover any of the stuff he did for the new menu. Note it was made more for Rise of Mankind so things may need to be changed.

EDIT: Apparently the mod is too big to post. I will try to post the specific files for it soon.

Not really my expertese Hydro. Screen layouts and logic are all Python stuff.
 
I highly recommend looking at the Genetic Era for Warlords and the Planetfall Mods, for loads of well developed ideas and units for the Galactic Era!
 
Here are some ideas I had the other day.

As you can see from the picture the end game units would work up to the 4D Infantry.

So Disintegration Tech -> Anti-Matter Tech -> 4D Tech.

We would need stuff between the current limit and the disintegration tech. Also perhaps time phasing tech between anti-matter and 4D tech.

It would be nice for all of them to eventually merge into very few units. Sort of like how the many archery and melee units merge into gunpowder units.

I also need to find new unit graphics to fit all these things.

In addition there are some no so future units we should put in like a modern ambulance before the medevac transport. I also like the idea of a space freighter as the last type of merchant unit.

Also we already have so many mech and robot units, we should fit them in somehow.

Please give feedback there is lots we can do for these late game units.
 
Having Space Marine as a singular, superior upgrade seems a bit odd: a marine is a specific form of military unit used for a specific purpose. Generally, a marine would be more adept in certain forms of combat than regular infantry (much like special forces), but they would never make up the mainstay of a realistic military force, be it one which wars with muskets, rifles or lasers. A Space Marine would thus tend to suggest either a detachment of infantry aboard a large spaceship used for initiating and combating boarding actions or an elite force of shock troops used for rapid and decisive assaults from the air against key strategic targets on enemy worlds (think the Stormtroopers from Star Wars). Or, most likely, a combination of both.

Thus, instead of Modern Marines upgrading to Dropships (which are air units incapable of capturing cities), I would suggest they upgrade to Space Marines. Dropships would be the vehicles which carried them, not the occupying force themselves. It would also be excellent if boarding actions (perhaps a greatly increased chance of capturing an enemy unit that can be countered by other ships themselves possessing marine detachments) could be simulated in Civ's combat model. And, of course, they should start with City Raider IV.

The same issue applies to police units, who wouldn't even be part of the military in most societies (incidentally, how about making Police an upgrade from City Guard? Maybe even adding an Early Police unit to represent things like the Victorian Bobbies which can serve as a garrison unit in the Industrial age). Also, what is 4D Infantry? Surely fighting in an alternate dimension is simply a different form of terrain, much like the Snowtroopers in Star Wars. If it's meant to be something akin to the Chrono Commando from Command and Conquer, I think that would make a clearer name (though obviously, Time Travel would have to be a prerequisite).

I'm also not entirely clear on what a "Ghost" is meant to be. The name seems to vaguely suggest a stealth commando unit akin to the Mutants in Command and Conquer, but for all I know it could be an urban combat force modeled after those creepy albino twins from the second Matrix movie. I suspect that in either case, Special Infantry would be better off upgrading to them.
 
can you make the transhuman area visible. It can be done within the file gameoptions.(set no future area to 1)
Some interesting units are availeble within this area.
peace maker and plague weapons and other things.
 
Here is a list of mods that can be used for transhuman era/ apocalyptic era/ galactic era ideas.

Genetic Era for Warlords - http://forums.civfanatics.com/showthread.php?t=184182

Planetfall mod - basically an awesome port of Sid Meier's Alpha Centauri
http://forums.civfanatics.com/showthread.php?t=252829

Conflict on Chiron - a newly developing fork of planetfall - since planetfall's development slowed down.
http://forums.civfanatics.com/showthread.php?t=426026
Which adds the alien factions from sid meier's alpha centauri crossfire expansion and other goodies.

Star Trek Mod - http://forums.civfanatics.com/showthread.php?t=233074
The Federation could be a new galactic civics - idea of future collectivism. There are lots of technologies to mine, from the mod and all the series also. Technologies I loved, transporters, warp drives, wormholes, temporal technologies, sub space, warp field shields, spatial distortions, the borg, androids, to name just a few.

Star Wars mod - http://forums.civfanatics.com/showthread.php?t=157016
The idea of a galactic empire. whether old republic nice, or facist Empire could be introduced as a civic or Era unlocked new spawing countries. Lot's of new technology ideas here too! Lightsabers, sub light drives, holograms, landspeeders

Final Frontier Plus? - improvement of the Final Frontier official civ iv scenario. http://forums.civfanatics.com/showthread.php?t=351012
new resources, technologies, events for the future eras? Pirate factions?

MOO2 Civ - http://forums.civfanatics.com/showthread.php?t=267295
Mod based on technologies and aliens from Master of Orion 2. It would be interesting to take aliens and technologies from there. Loved the races and the incremental technologies from moo1 and moo2. Tech tree from the original games has an immense lot

Babylon 5 Mod project- http://forums.civfanatics.com/showthread.php?t=261551
This project looks like it has some good ideas, jump gates, hyperspace, they have invested an extrordinary amount of time on ship graphics. Love the Minbari race

Not to forget the
Dune Wars mod - http://forums.civfanatics.com/showthread.php?t=335213
Ships from the Dune books series look like the flying craft in the Disney John Carter (of Mars) movie.

and

Mars Now! - http://forums.civfanatics.com/showthread.php?t=312246
both have units and technologies that have been developed

NecroCristi Mod- Apocalyptic mod.
http://forums.civfanatics.com/showthread.php?t=237238
might be interesting to have a fall of civilization/ apocalyptic era,
may have been caused by a virus, like Stephen King's the Stand or Amc' tv series The Walking Dead based on popular series of Graphic Novels.. Or more Mad Max like, like the breakdown of civilization through a scenario like peak oil, or even after nuclear war. Could be a masssive check for a civilization after things get stagnant. Disaster events could be triggered like volcanos, earthquakes, floods, The Great Earthquake that could destroy California or the landslide that could happen in the Azores/Atlantic Ocean, could be interesting challenges to gameplay. One of the biggest things that made Sim City fun was watching your city adjust after disasters struck. Rebuilding civilization not a bad idea for an Era.
Just an idea.
 
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