Future techs

Big Rob

Lord Protector and Heir
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I only play Civ3, and there are thousands of posts on this site. So if this has already been done don't get your panties ruffled...

Has anyone researched invisibility ?

If you research time travel, can the game send a unit back to a previous turn ?
 
If you research time travel, can the game send a unit back to a previous turn ?

If my future units could travel back in time, then why didn't they just appear under my control on the turn they arrived?
 
I'll get back to ya'...(Mr. Brain)
 
Time travel is a confusing enough gedanken (not to mention physical impossibility) in the real world, without putting it in civ. Special relativity states that it is impossible to travel into the past or the future, although you can slow down time, in a sense. The developers should probably not put stuff in the game that goes against the basic laws of physics.
 
Has anyone researched invisibility?
yes, i have.

If you research time travel, can the game send a unit back to a previous turn?
why just the previous turn? through the [time machine] cheat menu you can send any units even to the first turn.

P.S. i thought about a "Terminator Scenario", where a 1980's world map is played by ai's with the player observing the action. then in 20xx Skynet sends a T-800 back to the past and other map pop's up (e.g. 2 map) with 1980's situation. the 20xx map is played only by the ai. the player [or players] can only play on the 1980 map, but maps are connected by a time machine thing, which allows to send units back and forth between maps. both maps are played concurrently.
 
Invisibility can be as simple as an increased stealth that is available to all units.

Back to "a" previous turn means going back to a date/turn already played in your game.

And we don't know if time travel is possible or not. All we know is that we can't do it yet. I liked how the movie "Timeline" (possible scenario) used the multiverse.

These ideas aren't for civ5, or anything like that. Just some "homebrew". I'm an 'ole D&D'er, so I believe anything you want in your game, your allowed to have.
 
And we don't know if time travel is possible or not. All we know is that we can't do it yet.

Although current science puts it as impossible, not just not possible at the current time. Sure, if you took some other approach like Many Worlds Interpretation of Quantum Theory and wormholes, or something, you might be able to argue for it, but I don't think it is the developers' job to ignore temporal paradoxes and just go for something that is currently seen as an impossibility.
 
Although current science puts it as impossible, not just not possible at the current time.

Not really; it's quite plausible withing current physics, but you just need something like a rapidly spinning spindle with the mass of a galaxy.

but I don't think it is the developers' job to ignore temporal paradoxes and just go for something that is currently seen as an impossibility.

I certainly wouldn' t want to see it in the main game; I believe there's a time-travel scenario for Civ 2: Test of Time, though, which is probably in my Civ Complete somewhere.
 
Okay, given, the first point, I was a bit hasty to completely and utterly dismiss, but the point is that it isn't possible, rather than is impossible. A mod I could agree with, but not for the main game of 'recreating history'.
 
I was just bringing it up as a "future" tech for a scenario. Could the editor send a unit back to a past turn ?
 
Civilization: Call to Power (II) endgame was very futuristic, with colonizing sea and space, futuristic sciences, buildings, and units. More of this please :)

Time travel? Already built in... Ctrl+L ;)
 
Civilization: Call to Power (II) endgame was very futuristic, with colonizing sea and space, futuristic sciences, buildings, and units. More of this please :)
i believe you failed, as in CtP2 space colonies where removed. the whole space layer was removed all together. but! they added catapults!

as to everything else, that would be cool.
 
Maybe learning one hundred times the same technology tree have boiled your heads xD

As players of a Civilization saga game, you will know that science ALWAYS think that the actual sciencie is the truth, but time show that "old" science is WRONG and "new" siencie is again truth.

This possibily gonna happen with our science. If you say "nooor, our science is the final science!! is the truth!", you only show you're a product of the actual science.

What I means is...

we are thousand light years from knowing What and What's is Impossible or not.

We can say that time travel is equal impossible than travel faster than light, and to the practice, equal impossible than gray aliens and soul/flesh teleportation.

But, Why know what wonders we (or our gransons) we'll see in the future?

"All advance technology seems magic", wrote somebody.





PD: And talking about of the topic, a game with time travel is possible, always that the past is a paralel dimension (you can send marines from 2000 AD to the 4000 BC and play again the game to 2000 AD, but when you were at 4000 BC you don't have this marines).

ALSO, will be more interesting send units to the future! The game colapses in automatic mode the years you have send the units to the future, and when you arrive, maybe the computer has randomized whats happened in 500 years! xD

(interesting ideas, OBVIUSLY not for a core game xD but fantastic for escenario, module, or mod)
 
But it isn't really the game developers' place to assume that today's scientists are wrong. Sure, they might be (and historically based, probably are), but it makes no sense to make a game assuming that the informed knowledge of today's society is nincompoopery. Even though science may not be right, you must assume that it is right for the intents and purposes of most of life. And the developers should probably do that for the game.
 
Well, Actually I see some mods carried with the game (Bts al least) as Next War, or, well, any fantasy or non hard-scifi (or even hard-sci fi) amateur mod that not comprehend the real science.

What I'm going to? I never say CivV can include time travel. Nop!. I said that it will be a very interesting thing to put in a fantasy/tech-is-magical sci-fi-level mod (and no problem with being official and well doed)

Anyway, Civ techs were being always about REAL and modern (and past) tech, not about possible tech. The thing I was saying is "Forget about what is possible or impossible".
Sid meier's civilization is about technologies discovered in pasts ages or modern ages; There's is nothing to do with if they're possible; Of course they're are possible, they are facts in life, like the knowledge of Monarchy or Navy Seals.
But powerarmor suits for marines, DNA-empowered cannonfodder, and Mechs ARE POSSIBLE things by now, but they're NOT in a Civ cause simply they aren't technologys of real use in the world.(for now). And, nobody makes this "quasi-fictional techonologies" a problem to be in a "more/less fictional" mod. Why not timetravel? Is more improbable than someday a japanesse make a Mazinger Z?
 
Well, scientists have always said that time travel is possible, just not in humans. They already know that particles such as electrons can travel back in time.
 
Well, scientists have always said that time travel is possible, just not in humans. They already know that particles such as electrons can travel back in time.

Citation needed? Even assuming what you said is true, then there is still no reason to include in the game with the purpose of sending a unit back in time, not even to mention the fact that future techs aren't what civ is about.
 
Well sorry I haven't found it off the internet, it was in a book. If you are so curious though I can go find the book a read the exert from it. I agree with you on sending units back in time and future techs though.
 
Future techs may not be what civ is about, but future civ could include future techs. In my opinion, if Civ is about anything beyond just fun then it is about the impact of technological progress on history, and extending it into the future is reasonable. However, near future tech should be based on realistic projections of near future technology, the stuff futurists are really talking about, while far out stuff should be reserved for the distant future. Next War is not the right answer.

Ideally, this would go along with a more unpredictable research system. Research leaps on the level of civ Techs are basic scientific discoveries, not mere engineering that you can order developwed. A ruler might order that research be conducted based on a particular known tech, but would not be able to predictate which as yet unknown tech was to be found. Thus, if you had pottery it might lead to bronze working (what are these shiny rock residues in the kilns?) or to writing (we can put stylized picture labels on the pots by scratching the clay!) or to wine making or masonry. You don't know what you will get, just that you want your people to focus more on pottery and less on fishing. As a game some strategic plan gaming might be lost, but perhaps more directable engineering type techs could be necessary after basic research type techs. Thus, futures that differ from our own might be explicable as diffrent random breakthroughs, as long as the major likely paths are judiciously included.

If this is done, there should be opportunities to win in every era, perhaps one new victory coming into play in each period, and some perhaps being ruled out. In my FutureMod I include the UN and Diplomatic victory, but once you enter the future era and discover Utopianism it obsoletes the UN. So there's a window during which that victory condition is achievable. Thus the game is winable yet concievably indefinite. No "OK, its 2050, time to add up points."

The problem with going too far into the future with Civ is that it doesn't do space very well, and space is inevitably a part of the future. If its not there, you wonder why not. In order to do space, civ would have to do spherical worlds, and the way to get that is with what I call diagonal wrap: the map is square and two oppsite corners are poles. Points on edges adjacent to the same pole wrap to each other backwards. Also you would need multiple maps, representing different planets, and a main solar system map on which all objects such as planets and spaceships move in circular paths depending on distance from the sun and accelerate and where spaceships can go to and from the planets, thus moving to different maps.

Incidently, in my FutureMod for BtS I made a time travel reciever building that allows units from the future to appear occiasionally (and randomly, beyond your control). At the very end of the game you can make a time travel transmitter.
 
Future techs may not be what civ is about, but future civ could include future techs. In my opinion, if Civ is about anything beyond just fun then it is about the impact of technological progress on history, and extending it into the future is reasonable.

But the future isn't part of history.
 
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