Future Worlds

I'd make them one in the same thing - don't split them between two separate techs.
 
I'm likewise happy to help in order to see this completed soon!

One thought I had though - since each era comprises of two tech columns, are you going to be splitting the Information Era into others Eras?
 
One thought I had though - since each era comprises of two tech columns, are you going to be splitting the Information Era into others Eras?

I've considered it -- I believe that ArbogLi's Beyond the Future mod had a Genetic Era and a Diamond/Nanotech Era, and Call to Power 2 had them as well. Looking at the code for how the new Eras are defined, it shouldn't be too hard to add one or two in, particularly since mine would be at the end of the tech tree and thus not affect the existing ones at all. My main concern would be compatibility, since Enlightenment Era and Prehistoric Era Reborn both add new eras to the game. There's also some concern with how the splash screens might interact with Cultural Diversity, since that provides unique splash screens for each era. I'm guessing that if a splash screen isn't defined, it may default to a generic one (so I could just provide generic 'Genetic Era' and 'Diamond Era' splash screens for the time being), but for the time being it's more of a "nice to have" concept that I've put aside until I get everything else working first.
 
If it comes up at some point in the future, I'd be happy to try to find CulDiv splash screens for your eras.
 
Hm... something that worries me a bit about this mod is how the Cultural Path seems to just be set aside in favor of just more economic and military technologies, Diplomacy may also be a tad of a problem at this point.

What about technologies that allow you to create some sort of Counter-Culture which reduces the effects of tourism?

Counter-Culture -> Post-Modernism -> Social Engineering -> Ethnotourism -> Social Networks

Or something like that, various of the ideas I proposed there are pretty polemic at moment. :crazyeye:

Diplomacy may need new ways to sway the control of City States, making other civilizations lose influence with City States faster or straight eliminating Influence Decay.

For this line I'd suggest something like:

Mass Communication -> Trade Blocs - Free Trade > Multinationals -> World Power

Once again these are rough sketches, but I hope you get my point.
 
Hm... something that worries me a bit about this mod is how the Cultural Path seems to just be set aside in favor of just more economic and military technologies, Diplomacy may also be a tad of a problem at this point.

What about technologies that allow you to create some sort of Counter-Culture which reduces the effects of tourism?

Counter-Culture -> Post-Modernism -> Social Engineering -> Ethnotourism -> Social Networks

Or something like that, various of the ideas I proposed there are pretty polemic at moment. :crazyeye:

Diplomacy may need new ways to sway the control of City States, making other civilizations lose influence with City States faster or straight eliminating Influence Decay.

For this line I'd suggest something like:

Mass Communication -> Trade Blocs - Free Trade > Multinationals -> World Power

Once again these are rough sketches, but I hope you get my point.

I'm just getting ready for work at the moment, but I'll try to summarize my thoughts a bit succinctly :3

With regards to the Culture and Diplomacy victories, I have given them some consideration. Because the game is currently designed to focus those victories towards the existing endgame (i.e. the present day), it's a bit difficult to extend beyond those. I know earlier in the thread Horshoe_Hermi argued against them, and while discussing getting ViceVirtuoso's help with playtesting the mod we talked about simply turning those victories off... but I have been giving them some thought, particularly with elements I would like to expand upon in the future.

In terms of technologies, I suspect it would be difficult to add more to the current tech tree. It feels rather cluttered as it already is, so adding new techs would mean displacing existing ones. Alternatively, I'd have to extend the tech tree further, making it closer to ArbogLi's tech tree, which I may do once I get a better idea of how to add new Eras in. It's also a bit difficult to expand on what sort of technologies may come about in the future that will be culturally/socially relevant, in the way the things like Drama & Poetry, Acoustics, and Architecture were.

However, I haven't fully neglected culture. The upper part of the tree retains a number of ways to increase culture (and thus Tourism) output embedded in it. Most notably is the Nature Preserve, an improvement that generates culture. This allows you to mimic ecotourism, by building a number of Nature Preserves around a city, and then building Hotels and Airports to convert that culture output to Tourism. The Ecosanctuary will provide further bonuses in this regard.

An alternative method of generating culture will exist along through the various information techs -- the Entertainment Server, Network Backbone, and Simulation Server all generate culture, and the Network Backbone and Simulation Servers enhance the Tourism generated by Great Works as they increase accessibility. So I'm hoping there'll be new tools in the culture wars of the future, as empires can either try to increase their culture as a bulwark against more dominant ones, or further enhance their Tourism to put more pressure on other civs. (It should be noted that the normal Internet bonus of doubling Tourism has been removed...)

Finally, what I'd really like to do is introduce a system of memetics. I've been tossing around ideas for how I'd like to introduce memes into Future Worlds, and that's why I've kept the Memetics tech around despite some opposition. Originally I'd wanted them to be a system of social engineering (particularly like one of the BE mods that I saw, that replaces the Virtues system with a social engineering one), and scaled it back to a set of buildings you could build for simplicity... but I'm currently thinking about introducing them as Events and Decisions that you can spend cultural capital on. While it may not be directly influential on the Cultural Victory, it is a means that I could use to try and manipulate cultural dominance...

As for the Diplomatic victory, that one's kind of the furthest back in priorities. I don't know the Lua code for manipulating influence over city states well, and it's hard to consider what tools might help or hinder players in influencing city states. The other problem is that the UN Vote is fairly automatic, giving everyone who votes bonuses and occuring with increasing frequency, so I'll have to find that values that affect those factors and see if I can adjust them to prevent someone from just inevitably winning it.

The Globalization bonus has been moved to Digital Society, for the time being, as the central "information tech" branch seems most inclined towards diplomatic maneuvering, as society becomes more interconnected. I'll have to try and brainstorm some ideas for new Wonders/buildings/memes that might be useful for modifying either UN votes (a la the Forbidden Palace) or city-state influence directly...

Also ldvhl: I'm still trying to go through and figure out which techs need quotes, although it's looking more like I should just make a list of which ones have quotes. XD If any particularly witty/clever ideas come to mind for any of the techs on the tech tree I posted last, let me know and I'll give them consideration. :3
 
Good to see Umbrella Corp is active in the future.
 
Oh wow, this is awesome. Can't believe that I only just stumbled across this.

BTW, would it be ok to use some of the unit models in this mod for some of my own mods? (I'll of course credit you, and the people you've credited in the OP). There's a disappointing lack of Sci-Fi models here on the forum.
 
I've come up with a better way to allow for ANY other era adding mods.

In an unmodded game, Future Tech is at GridX=17, so all the mod needs to do is shift its added/relocated techs by (TECH_FUTURE_TECH.GridX - 17) and then shift TECH_FUTURE_TECH to the end of the tree

Code:
-- Do NOT use XML/SQL to relocate TECH_FUTURE_TECH
-- Shift all our modified techs relative to where we EXPECT TECH_FUTURE_TECH to be
UPDATE Technologies SET GridX = GridX + (SELECT GridX FROM Technologies WHERE Type='TECH_FUTURE_TECH') - 17
    WHERE Type IN ('TECH_CLONING', 'TECH_GRID_COMPUTING', 'TECH_GEN_MANIP', 'TECH_MEMETICS',
                   'TECH_NANOMATERIALS', 'TECH_SUPERCONDUCTIVITY', 'TECH_ARCOLOGIES', 'TECH_CYBERNETICS',
                   'TECH_HYPERSTRUCTURES', 'TECH_AI', 'TECH_MECHA',
                   'TECH_NANOTECHNOLOGY', 'TECH_NUCLEAR_FUSION');

-- Now shift TECH_FUTURE_TECH to the end of the tree
UPDATE Technologies
    SET GridX = (SELECT GridX FROM Technologies ORDER BY GridX DESC LIMIT 1) + 1
    WHERE Type='TECH_FUTURE_TECH';
 
Hey there, have you thought about incorporating or adding support for Global Warming mod? I think those two coupled can make end-game much much better, we may even see some scenarios like eternal-war (that famous civ2 aar). great work btw
 
Can you add new resource Titanium - between Uranium and Nanomaterials....
 
Sorry for the infrequent responses/updates... my current work schedule is making it hard to get any work done on the mod during the week, so I'm mostly limited to what I can get done on the weekends. Still, the units, improvements, and buildings are mostly done. I still need to finish the tech quotes and update their tooltips, as well as civilopedia entries for nearly everything. XD

Good to see Umbrella Corp is active in the future.

I originally considered having both Umbrella Corp and Jurassic Park as wonders. :p

Oh wow, this is awesome. Can't believe that I only just stumbled across this.

BTW, would it be ok to use some of the unit models in this mod for some of my own mods? (I'll of course credit you, and the people you've credited in the OP). There's a disappointing lack of Sci-Fi models here on the forum.

I don't mind if people use the unit models, although credit is always appreciated. :p I've been meaning to post them as independent downloads at some point anyways. Version 2 has a few new models as well, and I've been slowly digging up a few other things I'd like to try converting for Civ 5.

I've come up with a better way to allow for ANY other era adding mods.

In an unmodded game, Future Tech is at GridX=17, so all the mod needs to do is shift its added/relocated techs by (TECH_FUTURE_TECH.GridX - 17) and then shift TECH_FUTURE_TECH to the end of the tree

Thanks whoward! I added the code to my current version of the mod and tested it out, and it seems to be working fine! I really appreciate the work you've been doing to help us make all these different era mods more compatible with each other.

Hey there, have you thought about incorporating or adding support for Global Warming mod? I think those two coupled can make end-game much much better, we may even see some scenarios like eternal-war (that famous civ2 aar). great work btw

I haven't played around with that mod myself, but I took a quick look at it and it seems the two should be compatible. I probably wouldn't incorporate it immediately -- I'm just trying to get v2 in working order so that I can upload it, and use it as a foundation to add more enhancements. But certainly support for the Global Warming mod would be one feature I could incorporate in the next stage, as I suspect it would mostly be figuring out which buildings contribute or help reduce pollution. Given that the more polluting buildings are also linked with elements to help them survive in more arid areas, while the more ecologically-friendly types want to have more forests and jungles around, it'd be an interesting bit of synergy to add.

Can you add new resource Titanium - between Uranium and Nanomaterials....

I'm not entirely sure what Titanium would be good for -- it's certainly used in the aerospace industry, but I'm not sure what else it's used in. Aluminum already exists as an Information Age resource, used for Modern Armor and Helicopter Gunships, so I've been mostly following an Oil -> Aluminum -> Nanomaterials progression when it comes to strategic resources. Adding new strategic resources to the map is also quite troublesome -- Nanomaterials have the benefit of being entirely artificial, and so I can simply have buildings like the Nanomaterials Plant and Converter produce them.
 
I always play with Venice and have 3 cities. I can t have so much Nanomaterials. I use Autocracy Ideology and resources are doubled. Today I won Cultural (Emperor), only with 3 cities. In Venice I constructed over 40 wonders. I like this Future mod wonders. One Railgan Battleship is needed, becasue Missille Cruiser is not future unit. We have Advanced Destroyer, Cyber Submarine, but not Battleship.
 
I always play with Venice and have 3 cities. I can t have so much Nanomaterials. I use Autocracy Ideology and resources are doubled. Today I won Cultural (Emperor), only with 3 cities. In Venice I constructed over 40 wonders. I like this Future mod wonders. One Railgan Battleship is needed, becasue Missille Cruiser is not future unit. We have Advanced Destroyer, Cyber Submarine, but not Battleship.

In v2 I've got the Hypervelocity Missile, which at least allows the Missile Cruiser to carry a more effective missile unit. I'm working on an Arsenal Ship for a futuristic successor to the Battleship and Missile Cruiser, but still need to convert the model and rig effects to it.
 
This mod is getting more awesome all the time! Can't wait when it's finished :)

How about using an audio sample from White Zombie's "More Human than Human" for cybernetics tech? :D
 
My ideal mod is one rare resource - more rare than Uranuim, and with this resource you can construct special building, wonder and strong future units. I will fight for this resource. Good idea for Arsenal Ship and new resource.

What is new by Fut. Worlds v2 - some wonders, units?
 
Since you considered Jurassic Park, have you ever considered just adding a generic "Dinosaur Park" wonder? It may sound a bit expected, but, well, who wouldn't build that in the future :p

Also, I was wondering if you need splash screens for CulDiv? It might be a bit hard to find some, but it'd be fun.
 
What is new by Fut. Worlds v2 - some wonders, units?

Well, there aren't that many new units and wonders -- at current count, there's 5 new units on top the 8 that existed in v1, although if I get the Hovertank and Arsenal Ship done in time that'll bring in another 2 for a total of 15 total new units, so it'll almost double if I can manage it. :p

I've gotten 3 new wonders completed, and Skynet has been promoted to a full Wonder instead of being just a National Wonder. I'd ideally like to get another couple of Wonders done before release, which may be fairly feasible as they're not too hard to do (depending on how much code they need... <.<)

The big expansion is in the number of buildings. Just taking a rough count, there's at least 25 new buildings in v2. Build Aquaculture Labs and Transgenic Nurseries to maximize local resources, build Drone Hives and Telepresence Hubs to bring a production boost to remote and tiny communities, or fill Arcologies with so many people that you send the excess up to work as specialists on the various Modules linked to your Space Stations in orbit? I haven't been able to do much testing to determine if these ideas will even work properly, but I'm hoping they'll give players some interesting new options to play with!
 
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