Retro Space/Retro Future age

steampunk1880

Prince
Joined
Feb 22, 2007
Messages
328
Just an FYI, due to name change this is now the Atompunk development thread.

This is a thread for proposing techs, civics, wonders, buildings and units for the proposed "Retro Space/Retro Future" alternate history and for debate on their overall design philosophy(How it is different from its contemporary regular history)

Suggestions that are not objected to in 24 hours or whose objections have been resolved to the satisfaction of both parties go up on the list. Objects on the list will be credited to their original suggesters.

When making suggestions about technologies it is helpful but NOT necessary to also suggest what tech(s) the technology may come from and what it may lead to, what civis, buildings, wonders and what units might be attached to it or provide an involved civilopedia entry but ask that you include a note about what it entails to guide people in finding appropriate connections with other suggested techs, civics, wonders, buildings and units. Suggested format below:
Tech name
Requires:
Leads to:
Wonders:
Buildings:
Units:
Special effects:
Civilopedia:
Notes:

When making suggestions about Civics it is helpful but NOT necessary to link them to a technology or give it an involved civiloedia entry but we ask you to include a detailed account of what the civic does. Please refer to existing civics for examples of what can and probably should be be done by a civic.

When making suggestions about wonders it is helpful but NOT necessary to link them to a tech or to provide an involved civilopedia entry but we ask you to include other building and resource requirements, it's proposed effects, and some notes about what it entails to help people connect it to appropriate techs. Suggested format below:
Wonder name
Requires: technology/building/resource
Effects:
Civilopedia:
Notes:

Buildings are similar
Building Name
Requires: technology/buildings/resources
Effects:
Civilopedia:
Notes:

When making suggestions about units it is helpful but NOT necessary to link them to a tech or provide a long civilopedia entry but we ask you to include other building and resource requirements, a detailed account of the units stats including what category it is, and some notes about what it entails to help people connect it to appropriate techs and buildings.
Unit Name - Intended Alt History
Requires: technology/building/resource
Stats:unit type(flying, gunpowder, high tech)/strength, speed, first strikes/bonuses or penalties/free upgrades
Civilopedia:
Notes:

The object is to get as many ideas up in a coherent list as possible and worry about putting them together later.

While we are brainstorming connections can be made in the following way:
Hey I think unit X belongs under tech Y. I agree. Me too. *relevant entries have been changed*
Hey I think tech 1 should lead to tech 2. I agree. Me too. *relevant entries have been changed*

Changes to existing entries are made in a similar fashion.
Hey I think Building A is too powerful/not powerful enough and should be This Way. I agree. Me too. Let's ask/PM the original contributor if he/she has any input about the proposed changes. Everyone agrees? *relevant entries have been changed*"
Hey I think Unit Alpha is redundant/no longer fits and should be removed. I agree. Me too. Let's ask/PM the original contributor how he/she feels about that. Everyone agrees? *entry deleted*



Here are a few references
http://tvtropes.org/pmwiki/pmwiki.php/Main/Zeerust
http://tvtropes.org/pmwiki/pmwiki.php/Main/RaygunGothic
http://tvtropes.org/pmwiki/pmwiki.php/Main/RetroRocket

And a proposed design philospohy:
"A society where clean abundant nuclear energy is the norm would be flush with power and there is no need to restrict science (beakers+) and industry (hammers+) thanks to the promised "energy too cheap to meter"http://en.wikipedia.org/wiki/Too_cheap_to_meter that the 1950s was talking about. In addition, using nuclear rockets the retro future society would get an early stab at orbital facilities, moon bases and terrestrial planet colonies than their main line counterparts.

That's the good. Now the flip side: with no limit to the amount of energy available a society would have no incentive to miniaturize and improve efficiency(most everything would incur a gold and or maintenance penalty and all units would have a higher maintenance cost, off world colonies would cost more) and without having developed the concept of conservation, the society would never gain any kind of ability to terraform their territory and not have access to many terrain improvements or buildings from the modern age and up that imply an understanding of resource management or renewable energy. (no desert windmill, wind trap, tree farm and any others that might be added, no recycling center, no bio-fuels, no vertical farm, or perhaps just a crippled limited analogue to it that costs a lot of maintenance)

This, I think, sets up a choice the player has to make. Can he/she afford it as costs ramp up down the line in exchange for an early crack at the stars or will the overwhelming inefficiency eat too far into the science slider causing the civilization to stagnate compared to its neighbors despite the better science and production buildings?" - steampunk1880
 
Technologies

Fast Reactors - CREDIT: steampunk1880
Requires:....
Leads to:...
Wonders:...
Buidlings: Fast Breeder Reactor Plant
Units: Nuclear Submarine(already exists)
Civilopedia:
Notes: My idea for an initial tech to retro future representing the relative fulfillment of the promise of our friend the atom. Supposing we, very early on, stumbled upon a reactor design that could fission barely refined uranium and most of it's byproducts, produced waste that was safe to manhandle in mere centuries, and was self limiting and therefore almost impossible to melt down. Clean, cheap power for everyone and fossil fuels go the way of the dinosaur. It's to bad the reactors aren't as EFFICIENT at producing energy


+++++++++
Civics

_

=========
Wonders

_
 
Buildings

Fast Breeder Reactor Plant - CREDIT: steampunk1880
Requires: Fast Reactors/Power Lines, Factory or steampunk equivalent*/Uranium
Stats: +5 hammers, +10% maintenance, employs 2 citizens, provides power, NO chance of nuclear meltdown
Civilopedia:
Notes: (*I just remembered something about or being a no-no when it comes to building requirements, is that true?) It wouldn't be the retro-atomic age if nuclear energy could ever hurt you, hence the lack of a chance of meltdown and no need for a toxic waste dump. Another thing about the retro-atomic age is nuclear reactors Everywhere, hence the only requirement being that you actually HAVE uranium balanced by the severely nerfed hammers and the maintenance cost explained away by the fact that efficiency is low, starting the trend for the entire retro-future age)

Videophone network - CREDIT: steampunk1880
Requires:.../Phone Network/Good (Copper Wire)/Access to power, city size 13
Effects: 1 happy, 20% gold, 20% science
Civilopedia:
Notes: compare to Computer Network(already exists). i think it should be required for most kinds of housing that originate in in the retrofuture age in the same way that Computer Network is required for the high tech apartments and arcologies.

Pushbutton Automat - CREDIT: steampunk1880
Requires:.../.../...
Effects: 1 happy, 2 health, +1 health from most food resources, 5% gold
Civilopedia: Insert money, push a button and out pops a meal. Where does it come from? Nobody knows! Aren't modern conveniences grand! Most people wouldn't even consider moving into a house if it didn't have it's very own Pushbutton Automat nearby.
Notes: another thing I think should be a requirement for retrofuture housing.

Mid Class Skypad Apartments - CREDIT: steampunk1880
Requires:.../Videophone Network, Pushbutton Automat, Sewer System, Water Pipes/ Access to Power
Effects: 2 happy, 2 health, 2 hammers, 2 gold, stores 2% food after growth, -10% defense/ replaces Insulas, Commons, Apartments
Civilopedia: Another architectural marvel from famed architect Mr. Elroy Jetson, these space age apartments rise into the clouds above all the muss and fuss and most of the weather of the world below. Convenient parking for your hovercars are found on the lowest level.
Notes: If you've seen the cartoon: The Jetsons at least once in your life you'll know basically what this building represents. Compare to High Tech Apartments (already exists)

+++++++
Units

_
 
I propose

Buildings

Videophone network
Requires:.../Phone Network/Good (Copper Wire)/Access to power, city size 13
Effects: 1 happy, 20% gold, 20% science
Civilopedia:
Notes: compare to Computer Network(already exists). i think it should be required for most kinds of housing that originate in in the retrofuture age in the same way that Computer Network is required for the high tech apartments and arcologies.

Pushbutton Automat
Requires:.../.../...
Effects: 1 happy, 2 health, +1 health from most food resources, 5% gold
Civilopedia: Insert money, push a button and out pops a meal. Where does it come from? Nobody knows! Aren't modern conveniences grand! Most people wouldn't even consider moving into a house if it didn't have it's very own Pushbutton Automat nearby.
Notes: another thing I think should be a requirement for retrofuture housing.

Mid Class Skypad Apartments
Requires:.../Videophone Network, Pushbutton Automat, Sewer System, Water Pipes/ Access to Power
Effects: 2 happy, 2 health, 2 hammers, 2 gold, stores 2% food after growth, -10% defense/ replaces Insulas, Commons, Apartments
Civilopedia: Another architectural marvel from famed architect Mr. Elroy Jetson, these space age apartments rise into the clouds above all the muss and fuss and most of the weather of the world below. Convenient parking for your hovercars are found on the lowest level.
Notes: If you've seen the cartoon: The Jetsons at least once in your life you'll know basically what this building represents. Compare to High Tech Apartments (already exists)
 
Retrofuture age is going to have quite a few problems since it might, at least partially take place in space which means that it depends on what happens to the galactic age.

If Buck were a hero of the Retro Future age he'd be a great spaceship captain. Were the spaceships you get to build in the Galactic age going to have stats and what kind? If you already have some ideas about how the galactic age works we could possibly start brainstorming some retro rockets.
http://tvtropes.org/pmwiki/pmwiki.php/Main/RetroRocket

flying saucers would be reserved for the aliens though
 
Of course, of course. brainstorming threads are for coming up with ideas to be implemented only when necessary and possible. But, I'm having a hard time turning your notes on the galactic age into any kind of template for suggesting space vehicles and related stuff for the retrofuture age. What i'm trying to say is i'm not sure what form suggestions for space related stuff should take. I would hope any such template would at least tell us roughly where it belongs and what it's capable of doing related to space travel and extra-terrestrial activity.

for example would i be able to say Buck Rodgers is a unique warship that travels between stars faster and has slightly more attack power than other atomic retro-rockets? (Atomic Retro-Rockets being my completely made up name for a class of ship for the space part of the retro-future age) Or that Flash Gordon's Flagship has an attack and defense bonus against Insectoid and Reptilian Alien Ships. Or maybe that should be Buck's bonus, I hear he fought some kind of Draconian empire. Boy I wish we had more people posting who knew about this stuff.

But seriously a template for space vehicles and their properties would really help
 
adding three uncontested buildings to the list. Buck Rodgers will be credited to Hydromancerx when he gets fleshed out, but I don't want to just put a name and no stats on the list.
 
I wouldn't know where to begin if buck were to ride a retro rocket into space. I have no concept of how you're going to give stats to the vehicles which drive expansion into space in the galactic and possibly late retro-future ages. And I would like him to be a spaceship. If he were just a guy with a raygun then i guess about 160 strength. Really the retro-future age needs a lot of work.

Me and my limited concept of the main mechanics of the galactic age would say he'd be a superior scout ship with a greater chance of encountering a hostile alien race. Weren't you guys talking about the possibility of xenodiplomacy at one point? Wild mass guessing here but if late in the game it were possible to open communications with your starfish aliens http://tvtropes.org/pmwiki/pmwiki.php/Main/StarfishAliens then having buck around might sour relations.

Gog, if you were to start development on possible aliens to encounter, I'd have a few ideas. Continent sized gas filled amoebas from the middle atmosphere of gas giants, perhaps.

EDIT:
If you take a look at that starfish aliens thing you might consider that categorizing aliens as reptile or insect like isn't so far fetched if you believe it's true that "...species that evolve naturally would have adapted to solve similar basic problems: obtaining food/necessities, negotiating natural disaster, adapting to new circumstances, avoiding contamination by pathogens, competing with other species, competing with themselves, and so forth." but all this belongs in some kind of not yet made Galactic Age brainstorming thread that I think I'll wait for you to make
EDIT-edit: hee hee hee, "intelligent gerbil" http://tvtropes.org/pmwiki/pmwiki.php/Main/IntelligentGerbil
 
If I may make a suggestion:

If I could assume that the retro-future age becomes a separate tech line parallel to the modern, and later biotech, cybertech, galactic tech lines then I have this idea about overall design philosophy that would make it an interesting distinct and strategic choice between those eras.

A society where clean abundant nuclear energy is the norm would be flush with power and there is no need to restrict science (beakers+) and industry (hammers+) thanks to the promised "energy too cheap to meter"http://en.wikipedia.org/wiki/Too_cheap_to_meter that the 1950s was talking about. In addition, using nuclear rockets the retro future society would get an early stab at orbital facilities, moon bases and terrestrial planet colonies than their main line counterparts.

That's the good. Now the flip side: with no limit to the amount of energy available a society would have no incentive to miniaturize and improve efficiency(most everything would incur a gold and or maintenance penalty and all units would have a higher maintenance cost, off world colonies would cost more) and without having developed the concept of conservation, the society would never gain any kind of ability to terraform their territory and not have access to many terrain improvements or buildings from the modern age and up that imply an understanding of resource management or renewable energy. (no desert windmill, wind trap, tree farm and any others that might be added, no recycling center, no bio-fuels, no vertical farm, or perhaps just a crippled limited analogue to it that costs a lot of maintenance)

This, I think, sets up a choice the player has to make. Can he/she afford it as costs ramp up down the line in exchange for an early crack at the stars or will the overwhelming inefficiency eat too far into the science slider causing the civilization to stagnate compared to its neighbors despite the better science and production buildings?

Like the other alternate histories I'm thinking also that a set of two civics, under economics in the retro-future case, would enhance or mitigate the bonuses/penalties respectively.
 
Suggestion:

Tech

Fast Reactors
Requires:....
Leads to:...
Wonders:...
Buidlings: Fast Breeder Reactor Plant
Units: Nuclear Submarine(already exists)
Civilopedia:
Notes: My idea for an initial tech to retro future representing the relative fulfillment of the promise of our friend the atom. Supposing we, very early on, stumbled upon a reactor design that could fission barely refined uranium and most of it's byproducts, produced waste that was safe to manhandle in mere centuries, and was self limiting and therefore almost impossible to melt down. Clean, cheap power for everyone and fossil fuels go the way of the dinosaur. It's to bad the reactors aren't as EFFICIENT at producing energy

Building

Fast Breeder Reactor Plant
Requires: Fast Reactors/Power Lines, Factory or steampunk equivalent*/Uranium
Stats: +5 hammers, +10% maintenance, employs 2 citizens, provides power, NO chance of nuclear meltdown
Civilopedia:
Notes: (*I just remembered something about or being a no-no when it comes to building requirements, is that true?) It wouldn't be the retro-atomic age if nuclear energy could ever hurt you, hence the lack of a chance of meltdown and no need for a toxic waste dump. Another thing about the retro-atomic age is nuclear reactors Everywhere, hence the only requirement being that you actually HAVE uranium balanced by the severely nerfed hammers and the maintenance cost explained away by the fact that efficiency is low, starting the trend for the entire retro-future age)

speaking of which, if nobody objects, like they haven't for at least two days, I'd like to put design philosophy thing up in the OP.
 
No objections, tech and building up on the list. Design philosophy in the OP, still open for debate, if anyone cares to.
 
Suggestion:

Unit

Jetpack Stormtrooper
Requires: Rocketry/Dieselpunk (resource) OR Atompunk (resource)/...
Stats: Gunpowder/45 strength, 2 movement/40% city attack/.../can evade interception 75% chance, can paradrop (range 4)
Civilopedia: These elite infantry units fly in low and fast on sleek jetpacks fueled by synthetic phlebotinum. Appearing suddenly behind enemy lines and taking cities by surprise is what they live for.
Notes: "Well. Jetpack Hitler. Reality has finally jumped the shark."
— Ryan Choi, The All-New Atom

Also reference TV Tropes for Phlebotinum: the versatile substance that may be rubbed on almost anything to cause an effect needed by a plot. An excuse for the jetpack being useful despite IRL jetpacks running out of fuel in seconds.

Can specific units be made capable of paradropping from anywhere instead of just cities? If so that'd be keen to have on this unit. (Also shorten the range to 3.)

...

Do we know enough about how units and such will work in the galactic era to start designing retro rockets?
 
Do we know enough about how units and such will work in the galactic era to start designing retro rockets?

And, the word retro rocket refers to the thrusters that slow down a craft as it prepares to de-orbit, so we should probably call it something else. :mischief:
 
Retro Rockets aren't the same as retrorockets but I agree about the confusion. They've also been called tailsitters though that seems a little pejorative. I was just going to give it a fancy model number or splashy made up name and give it a fakey-fake history in the civilopedia. I like doing that.
 
I really enjoyed working on the Biopunk and Cyberpunk, so I'd like to add something to Atompunk, too.


Steampunk1880 suggested what Atompunk should be like. In short:
- Clean, safe Nuclear Power, so almost unlimited, save and cheap energy
- Nuclearbased Rockets allowing early Space Colonies and maybe even a Lunar Base

- Due to cheam energy, the people waste a lot of resources, so high maintenance would be the

downside here (Steam- and Dieselpunk: Airpollution, Atompunk: Maintenance, Biopunk: Disease,

Cyberpunk: Revolt instability (if this is too hard, I'd say :mad:)
- Green Energy is most likely not invented. -> I think this can't / shouldn't be implented, but

we could make the Atompunk-Nuclear Power Plant replace all green energy Buildings.


Here are some of the Buildings Steampunk suggested (I might have added (additional) stats to

them.


Fast Breeder Reactor

Costs: As lsy's table
requires Atompunk
requires Factory
requires Uranium
+5% :hammers:
+10% Maintenance
Provides Power
NO Chance of Meltdown
Upgrades to Clean Nuclear Powerplant


Videophone Network
Costs:As in lsy's table
requires Atompunk
requires Phone Network
requires Copperwire
requires Televisions
requires Power
+1 :)
4 Traderoutes
20% :science:
10% Maintenance


Pushbutton Automat Hydro, I want your opinion especially on this one since you are way more familar with housing than I am.
Costs as lsy's table
requires Atompunk
+1 :)
+2 :health:
+1 :gold: from most food
5% Maintenance

Mid Class Skypad Apartments
costs: Autobuildable like all Housing
requires Atompunk
requires Videophone Network
requires Power
requires Pushbutton Automat
requires Waterpipes
requires Sewersystem
Upgrades To: Arcology Suburbs
requires Pop 25
+3 :culture: (for the Modern Era)
+2 :gold: (for the Medium Wealth)
+4 :hammers; (for the Uber Density)
+3 :yuk: (for the Uber Density)



----------


Jet Pack Trooper
costs:
requires Atompunk
requires Ammunition
requires Rocketry (I think this is a prereq for Atompunk, isn't it?)
Strength: 90
Movement: 2
Can Paradrop (4 tiles)
+40% City Attack
can evade interception (75%)




That's what he thought so far, will come up with own ideas later.


Edit:
My suggestions: Move the "Peacemaker" to Atompunk.

Aaaaand my ideas: Please comment on those ideas.


Clean Nuclear Power Plant
costs: Same as Nuclear Powerplant
requires Nuclear Power
requires Atompunk
requires Factory
requires Uranium
-150 :gold:
+20% :hammers:
No chance of Meltdown
upgrades to Hi-Tech Nuclear Powerplant
requires pop 6



Hi-Tech Nuclear Powerplant
costs:
requires Superconductors
requires Atompunk
requires Uranium
requires Factory
-250 :gold:
+50% :hammers:
No chance of Meltdown
requires pop of 13




Nuclear Powercomplex (National Wonder)
costs:
requires Knowledge Management
requires Atompunk
requires Uranium
requires Uranium-Mine
requires Factory
requires 10 Hi-Tech Nuclear Powerplants
-15000 :gold:
+200% :hammers:
free good "Nuclear Power" in every city -> Good: Nuclear Power: Provides Power, +200 Hammer
No chance of Meltdown
requires pop 25
requires Power
replaced by Fusion Power Plant






High Energy Lab
requires Atompunk
-100 :gold:
+25 :science:
+10 :science: with Superconductors
+10 :science: with Wireless Electricity
25% faster training for Telsa Infantry
requires Pop 6
requires Power
required to build "an earlier version of Tesla Infantry"




(Portable) Nuclear Reactor Factory
requires Nuclear Power
requires Atompunk
requires Factory
requires Uranium
+15 :hammers:
-50 :gold:
Free "Nuclear Powered Engine" [Promotion/Equipment] for every wheeled, tracked, Dreadnought, Helicopter and Robot build in this city
Free "Nuclear Powered Propulsion" [Promotion/Equipment] for every Jet, Fighter, Stealth andwhatever build in this city
requires Power
requires Pop 6
replaced by Fusion Power Plant




Space Outpost
costs:
requires Astronautics
requires Atompunk
requires Uranium
requires Power
requires Pop 13
- 100 :gold:
+ 50 :science:
required to build Moon Outpost




Mega Space Station
costs:
requires Atompunk
requiers Uranium
requires Aluminium
requires Spacestations
requires Power
requires pop 25
+25% :science:
-500 :gold:


Moon Outpost
costs:
requires Atompunk
requires Uranium
requires Space Stations
-> No stats so far; this should be an earlier version of a Lunar Base in the regular tree. In general, I like the idea that Punks unlock things earlier, but as a weaker version. Thus, I recommend to obsolete/upgrade Punk-Stuff when the non-punk-technology catches up.



------------------------
Units:

Earlier Version of Telsa-Infantry
costs:
weaker version of Tesla-Infantry, will look for stats later


Neutron Bomb -> This would be awesome to be a normal unit later in the techtree
requires Advanced Rocketry
requires Atompunk
requires Uranium
requires Aluminium
-20 :gold: per turn
costs:
Acts like a ICBM
Kills only Units and Population, no damage to buildings


Tactical Neutron Bomb
requires Atompunk
requires Uranium
requires Aluminium
-10 :gold: per turn
costs:
Range 10
Movement: 2
Strength: 100
can Evade Interception (50%)
causes colleteral damage (max 100% to 10 units)
single use only

------------------------

Promotions:


Nuclear Powered Engine
requires Atompunk
requires Uranium
+2 Movement Range

Nuclear Powered Propulsion
requires Atompunk
requires Uranium
+2 Operational Range

Neutron Bombs
requires Atompunk
requires Uranium
+50% against "soft targets"
+20% against "hard targets"
reduces chance of capure "soft targets" by 20%
increases chance of capturing Vehicles
 
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