Random Unofficial Futuristic Brainstorm and Stuff

Azurian

The Azurian
Joined
Apr 10, 2012
Messages
2,092
Location
Florida, USA
This thread is for random futuristic stuff You can read if you want. You can ignore this thread, stuff here doesnt mean its going to be in c2c.



Add stuff if you want, but consider it "unofficial". This is like a black market for futuristic brainstorming. Official suggestions go to Transhuman/Galactic Threads.


Space Empires V: Dark Nova mod facilties

Spoiler :
Name := Space Yard Facility
Description := Large construction facility which allows the construction of ships in

Name := Space Port
Description := Facility which processes all generated resources in its system and makes them available for the empire.


Name := Monolith Facility
Description := Universal tool which can harvest all of a planet's resources.


Name := Mineral Miner Facility
Description := Large scale planet processor which mines minerals from the deepest layers.

Name := Organics Farm Facility
Description := Biological growing facility which generates organic materials from a planet's surface.

Name := Radioactives Extraction Facility

Description := Large fusion reactors which process a planet's ore to generate refined high-energy materials

Name := Robotoid Factory
Description := Robotic workers who will increase all production on a planet.


Name := Mineral Resource Storage
Description := Large warehouses which store unused resources for an empire.

Name := Ship Training Facility
Description := Center dedicated to training ship's crews and making them better.

Name := Fleet Training Facility
Description := Center dedicated to training an entire fleet and making its ships work together as a team.

Name := Ultra - Recycler
Description := Advanced recycling techniques for reclaiming used resources.

Name := Climate Control Facility
Description := Atmospheric conditioning and manipulation improve the conditions of a planet.



Name := Value Improvement Plant
Description := Massive planet reprocessors which improve the value of a plane

Name := Atmospheric Modification Plant
Description := Massive atmospheric processors which slowly change the atmosphere of a planet to a breathable state.

Name := Urban Pacification Center
Description := Psychological treatment center designed to keep a system's populations happy.

Name := Mineral Scanner
Description := Advanced mineral detection which improves mineral extraction for an entire planet.

Name := Hybrid Eco - Farms
Description := Advanced organic reclamation and development improves organics growth for an entire planet.

Name := Radioactives Collider
Description := Advanced ore bombardment and processing improves radioactives extraction

Name := Central Computer Complex
Description := Massive centralized computer for a planet which improves research capabilities

Name := Citizen Databank Complex
Description := Centralized databank of citizens which improves intelligence operations for an entire planet.

Name := Gestation Vats
Description := Artificial gestation chambers which greatly increase the reproduction rate of an entire system.

Name := Planetary Gravitational Shield Facility
Description := Finely tuned gravitational beams used in an array to stop planet destroying bombs.

Name := Halls of Meditation
Description := Followers of a Logic-based belief system who attempt, through constant diligence, to forgo all displays of emotion and instead put all their focus into logic and efficiency.

= Cosmic Standing Stones
Description := Through a bizarre and unknown process, correct alignment of huge stones with astronomical events seems to trigger a 'healing' effect for an entire planet. (Only one facility per planet effective).

Name := Time Shrine
Description := Devout following of workers dedicated to improving their ultimate use of time

Name := Probability Predictor
Description := Intensely complex super-computer which calculates several trillion possible outcomes for a specific action in just seconds.


Name := Events Predictor
Description := Massive computer which uses temporal incursions to predict future events.

Name := Chronoton Viewer
Description := Advanced sensor/display that, by observing Time Particles called Chronotrons, events that happened in the past can be seen. Guilt or innocence is a simple matter to detect, reducing crime; individuals can relive moments in their past; and historical studies are a simple matter.

Name := Temporal Vacation Service
Description := Entertainment service which allows populations to view past histories.

Name := Temporal Space Yard Facility
Description := Large construction facility which uses temporal folding to allow fast construction of ships in spac

Name := Psychic Ship Training Facility
Description := Psychic broadcast center which imparts collected ship experience to all ships in a system.

Name := Orbital Power Collector
Description := Super-conducting crystalls allow orbiting stations to collect solar energy from a star and beam it to the planet surface as Microwave energy. The resulting cheap energy results in easier resource harvesting.

Name := Solar Generator
Description := Massive solar collectors which can transmute solar energy to raw materials.

Name := Crystalline Restructuring Plant
Description := Facility which enhances vehicle hulls by adding crystalline matrices to their molecular structure.

Name := Quantum Power Station
Description := Power generator able to quantum teleport massive amounts of energy directly to any ships in the system.

Name := Energy Transmission Lens
Description := Massive lens which allows supplemental power to be beamed directly to ships within the system.


Name := Genetic Cloning Institution
Description := Genetic clones of living and recently deceased individuals created to fill the ranks of labor and many other areas of society.

Name := Replicant Center
Description := Artificially created population used mainly for labor.

Name := Genetic Recoding Lab
Description := Advanced lab which recodes a population's DNA for improved traits.
''
 
Ballistic Tech for digital..Cybetr..Nano..solar?

Spoiler :
Basic, heavy and battle cannons. These are standard projectile weapons for small, medium and large mounts accordingly that deal a lot of damage, but suffer greatly from inaccuracies.
heavy explosive cannon. This cannon fires shells that contain shrapnel and explosives. When such shell reaches its target (or comes nearby it) it produces an explosion and launches multiple shrapnel rounds in all directions.

burst cannon and heavy burst cannon. Increased rate of fire of these ballistic weapons makes them ideal for hunting down fast moving or small targets. Burst cannons fire large bursts of projectiles at enemy target tearing it apart. Heavy burst cannon is a projector type weapon that fires heavy cannon rounds in great numbers. Basic burst cannon can be extremely friendly-fire hazardous especially when used against enemy police cutters or drones!

sniper cannon. A small sized ballistic weapon that fires a very fast projectile over extremely long ranges. This weapon tends to lose its effectiveness at medium and short ranges. It is better be used on torpedo\spinal or cnc\deep scan\jammer ships as these vessels rarely partisipate in close combat.




massdrivers. These weapons come in many types: massdrivers for all available turret and mount types and railcannons that launch solid slugs over long ranges at high speeds, leecher driver that overloads enemy ship`s systems and disrupts its weapon recharge abilities, shield breaker driver which is used to collapse any type of shield (including deflector\disruptor), thumper driver that pushes enemy vessels in opposite direction, shotgun\stormer drivers that fire large volleys of projectiles and siege drivers that hurl destroyer-size slugs at enemy planets.

turreted massdrivers. All heavy massdrivers that would be normaly installed on barrage, battlebridge or assault sections can be used on projector mounts after researching this improvement. This gives such massdriver weapons as heavy massdriver, shotgun driver and stormer driver much greater coverage boosting their effectiveness.

ap rounds. This upgrade can be researched to increase effectiveness of all basic cannons (except sniper and he cannon) against armored targets. Neutronium rounds can be applied to all ballistic weapons be it a basic cannon or a siege driver (!!!).

AR technics. This upgrade increases weapon reload time of all ballistic weapons.
neutronium rounds. This upgrade increases mass of each projectile weapon shots and damage that it deals. It also reduces richochette chances for all ballistic weapons.

armor-piercing mass drivers (not yet available in mod). Mass driver cannons fire round solid balls of highly dence materials that can crush enemy armor upon impact. However this impact wont fully penetrate enemy armor. With the development of lower-caliber massdrivers that fire sharpened slugs instead of balls each shot from such weapon can easily penetrate through the thickiest of armors (acting like polyrized plasmatics). The drawback is reduced mass and damage of the weapon.
 
Spoiler :
=======================================================================================
*begin*
=======================================================================================

number of shield levels := 4
shield level 1 name := normal shields
shield level 2 name := phased shields
shield level 3 name := plasma shields
shield level 4 name := null-space shields

number of armor levels := 5
armor level 1 name := normal armor
armor level 2 name := organic armor
armor level 3 name := emissive armor
armor level 4 name := crystalline armor
armor level 5 name := scattering armor

=======================================================================================
*end*
=======================================================================================

acm
http://okim.nickersonm.com/sots/manual.html

this mod was primarily intended to replace older human ship models with new ones, but during development many other things were changed and added. The mod ended up as a major conversion mod that not only replaces human models, but changes their style of play, introduces a whole new techtree, adds tons of new weapons, sections and effects!


energy lance weapons

energy lances or cutters or lancer as they are also called are low-powered cheap weapons that are based on energy cutters commonly used in mining operations. Weaponised versions are instant-fire short range beam weapons with high recharge rate.

Light energy lance. This weapon is a small sized beamer that has a very good targetting speed and recharge rate making it ideal at dealing with enemy drones, gunships and even some of the light hommer weapons.

Energy lance. Heavier version of the light energy lance weapon. It has larger energy capacitors and advance emitter that can generate a more powerful beam. Weapon targetting speed allows this weapon to act as a secondary pd weapon effectively protecting it amainst missiles and even some torpedoes.

Heavy energy lance. Large sized energy lance weapon. Has increased damage and range, but lacks targetting speed of its smaller cousins.

Lancer. The largest weapon of all energy lances. This weapon requires heavy beam mounts to be used.

emitter weapons

emitters or lightning guns as they are also called fires intense bolts of electricity that have an abbility to bounce off the target and hit nearby objects.

Light emitter. Light emitter weapon that fires low-powered "lightning bolts" at its targets. Bolts have enough power to "jump" between few targets which makes light emitters a good secondary pd weapon. This weapon is especially good at fighting drones and other small targets.

Emitter. Medium emitter weapon that fires moderate-powered "lightning bolts" at its targets. Bolts have enough power to "jump" between several targets which makes emitters a good secondary pd weapon. This weapon is especially good at fighting drones and other small targets.

Heavy emitter. Larger emitter weapon that fires high-powered "lightning bolts" at its targets. Bolts have enough power to "jump" between large numbers of targets. This weapon is especially good at fighting destroyers and dence packs of enemy ships, however it has low abbilities to target smaller ships.

Thunderbolt emitter. Super heavy emitter weapon that fires extremely high-powered "lightning bolt" at its target. Bolt is desighed to strike a single target, but in some cases it can bounce off and hit another nearby target.

Thunderstorm emitter. Siege class emitter weapon that creates deadly lightning storms when it contacts atmosphere of a planet. The power of the bolt is so immence that it can easily fight dreadnaughts and other large ships. The bolt is primaritly desighed to combat single targets, but sometimes a several other targets can be caught by it resulting in devastating effect to all of them.
Laser weapons

lasers are medium range instant fire beam weapons that start from a weapon for a large mount and then advances in both ways - to the larger and heavier versions and to the smaller and more compact versions.

laser cannon. This is a large beam weapon with average damage, range and rate of fire. The first among laser to be available for development.

Light laser cannon. This is a compact version of laser cannon that deals less damage than its larger cousin, but it is compensated by an ability to put these weapons on medium mounts. Llc can act like a secondary pd weapon.

Heavy laser cannon. This is a heavy beam weapon that uses laser technologies. Quite deadly when used in masses, but have some major drawbacks one of each is being an instant fire. It requires some additional attention and micromanagement in order to aim hlcs at their targets with maximum effect.

Assault laser. A large super-heavy turreted weapon that is based over its predecessor the heavy laser cannon. An ability to target enemies in wider arc of fire than of a fixed weapon makes this weapon a deadly addition to your cr and dn arsenal.
Siege laser. The largest of lasers, the father of lasers!. A single shot from this enormous weapon can cut a huge hole in enemy dns. This weapon is mainly being used on vary large ships such as siege dns and doomstars or mounted on specialized sattelites. Siege weapons deal extreme damage to planetary population.

Point-defence laser. This is the only beam weapon entirely dedicated to protections of the ship from enemy seekers, drones and other such threats.

plasma weapons

plasma weapons fire slow moving balls that contain overheated plasma. These plasmoids are very effective at medium ranges after which they begin to lose their damage potential as fields containing plasma dessipates releasing portions of plasma into space. These weapons are also a bit inaccurate, but damage per shot compensates this issue fairly.

Plasma cannon and plasma-burst cannon. These two are similar in function. Both weapons fire the same type of plasmoids with a very little difference in accuracy, damage and range characteristics. Plasma-burst cannon hurls three plasmoids in rapid sucession making it a good choice against larger enemy ships where large size of target will ensure direct hits.

Plasma blast cannon. This large mount weapon hurls a very unstable plasmoid at enemy target. Special systems incorporated into this weapon frame can pre-calculate estimated target`s position to ensure that tis slow moving plasmoid detonates near its target. The resulting explosion can damage multiple objects in its reach. Not that this weapon produces a very unstable plasmoid that will detonate by slightless fluctuation of magnetic field. This means that this weapon can be effectively stopped by any type of shield including deflectors\disruptors.

Plasma sppitter. This projector mounted weapon "spitts" large number of small plasmoids towards the target in a very rapid succession. The resulting "spray" is devastating against tightly packed ships or fast moving targets.

Plasma beam. This heavy beam weapon generates a stream of super heated plasma that deals great damage to enemy ships. This weapon can be used as a projector mounted version without additional research.

Plasma annihilator. A siege class weapon that fires a very large plasmoid. This plasmoid acts like the one that plasma blast cannon has, with the only difference that plasma unleashed upon explosion can meld down whole cruisers and even some drednaughts. Against planets the effect of this weapon is even more devastating resulting in catastrophic damage to planet quality and billions of deaths of population.

Polaryzed plasmatics. This upgrade cancels the effect of dissipation of all plasmoid launching weapons (except plasma annihilator) by encapsulating plasma inside a stable field. This field also allows a weapon to accelerate plasmoids to greater speeds resulting in increased accuracy. In addition the field always collapses at the point it touches the surface of the target resulting in a focused stream of plasma melting through armor and structure of the target. Shielded plasma weapons (or polaryzed as they are also called sometimes) penetrate any type of armor with ease making it a very good choice against hiver and tarka heavily armored ships (these weapons ignore hp bonuses that ships get for ballistic upgrades or in other words deal damage multiplyed by armor bonus).

fusion weapons

fusion weapons are similar to plasma weapons with the only main difference that instead of plasma these weapons use more powerful fusion reaction. These weapons have distinctive yellow-orange colour and consist mainly of beam class weapons.

Fusion blaster. This is a small energy-based weapon that fires orange-blue bolt that contains a tiny fusion reaction within it. Weapons accuracy and speed are quite low, but its damage is comparable to plasma cannon! Fusion blaster wil have great difficulties targetting fast moving enemies.
Fusion beam. A beam class large weapon that fires pulsating streams of fusion energy.
Heavy fusion beam. A heavy beam class weapon that fires pulsating streams of fusion energy. This weapon is very powerful, but its fixed mounting neams that it will have difficulties targetting fast and small ships. However you can place it on projector mount if you have researched super-heavy turrets.

Mauler device. The most deadliest of all fusion weapons. This super-heavy turreted weapon fires a huge bolt inside which a powerful and unstable fusion reaction is taking place. The shot detonates when it reaches its target vaporizing it and all nearby ships in a huge fusion explosion.

Stellar converter. This is the most descructive and expensive weapon in acm. It can be mounted only on a siege dreadnaught, doomstar or special platform. The stream of extreamly powerful fusion energy this weapon produces melts down dreadnaughts, doomstars and even small planetoids is one shot!

phased weapons

phased weapons are late fusion/early am energy/fusion weapons.

Phased blaster. A small weapon that fires bursts of phased energy. Very accurate and very deadly.
Phaser. A medium sized beam weapon that has good rate of fire and damage.
Particle weapons

particle weapons have some very specific properties. First of all all of the particle weapons are shield piercing (do not confuse particle weapons with neutron and ion. Although being in the same weapon group they differ greatly. Desintegrator beam have no such properties).

Particle cannon. This cannon fires bolt of overcharged particles at very long range. These particles can penetrate any kind of shield or field defences, but will be stopped by special hard shield defences. Particle cannon is a sniper weapon that has difficulties targetting enemy targets at close ranges. It should be combined with other weapons designed for close combat or be used on fast ships that can easily outrun enemies.
Pulse particle cannon. A recent addition to acm. This weapon fires three bursts of low-powered particle cannon projectiles and is designed to compensate its predecessor`s inafficiency at short ranges.

Particle accelerator cannon. This super heavy cannon consists of several particle pulse cannons combined into one weapon. Pac fires these cannons in rapid succession creating a spray of particle bolts that penetrate shields. A drawback of this powerful weapon is low accuracy of its particle cannons and short range compared to particle cannon.

Particle beam. Uses almost the same principles as particle cannon, but fires a stream of particles instead of bolts. This reduces its predecessor`s inaccuracy issues, but limits range and recharge rate a bit. This weapon has the same shield piercing capabilities as particle cannon.

Positron beam. Huge particle beam that fires a stream of positrons instead of particles used in its smaller cousins. Positrons have a greater lifespan that dramatically increases this weapon`s range. Shield penetration capabilities are also present.

Meson projector. A highly advanced version of basic particle cannon that is mounted in super heavy turrets. It fires large bolts of mesons. Mesons tend to increase their potential over time which means that all three projectiles launched by meson projector deal much greater damage at longer ranges. In addition mesons are good at penetrating shields and fields.

Desintegrator beam. A unique super heavy particle weapon that generates large stable tunnel between weapon muzzle and target ship that is used as an additional particle accelerator. It takes some time to create such tunnel, so this weapon must remain focused at its turgeted until particles are launched.
Neutron weapons

neutron weapons are a special type of particle weapons that utilizes leathal neutron particles. These weapons have greatly increased damage to planetary populations. Unlike other particle weapons neutron weapons have no shield penetration capabilities.

neutron beam. A large beam weapon that has good range, damage and fire rate. Deadly against planetary population.

Heavy neutron beam. A heavy beam weapon that has greater range and damage but slower fire rate than smaller versios of this weapon. Extremely deadly against planetary population.

Deathray. A siege-class beam weapon that is commonly used to cleanse planets of its population. This weapon can also be mounted on a siege sattelite to act as a very effective planet defence weapon. However it is a very high risk to do so as a misfired shot from this weapon that hits your planet could cause more devastation than an invasion fleet it is used to defend against.

Neutron blaster. Unlike other neutron weapons this super heavy weapon fires bolts of neutron particles at very high rate. These bolts are equally deadly against planetary population and any ships that were unlucky to be caught by weapons fire.
Ion weapons

another branch of particle weapons that shot ion particles to overcharge enemy ship`s power systems. Ions have no shield piercing capabilities, but some certain ion weapons can create a huge em explosion that can overload ships defences.

ion cannon. A very inaccurate medium sized weapon that overloads weapon recharge systems effectively disabling them for a short period.

Ion pulse cannon. A larger ion weapon that fires large bolts of charged ions. This bolts detonate in close proximity releasing massive bursts of overcharged ions that overload whole ships power systems including drives and any kind of defences.

Ion-beam accelerator. This is an ltimate ion-based particle weapon that uses combined technologies on ion accelerators, energy lance weapons and lightning emitters to produce a stable stream of accelerated overcharged ions. This beam has shorter range than other ion cannons, but it successfuly removes the main problem of all particle weapons - their bad accuracy.
Gravity manipulation weapons

this weapon class covers all gravity weapons that can be developed in magnetism tech branch. All of these weapons affect ships movements in some ways.

tractor beam. A large weapon that does no significant physical damage to its targter. Its main goal it to hold enemy ship in possition or move it to a different location. Some trained tractor beam crews take a lot of fun at catapulting enemy ships into other ships over even planets.

Graviton beam. A large weapon similar to tractor beam for its tractor effect, but having some unique properties in addition to it. Graviton beam deals damage to all sections simultaneously rather than to a section it hits.

Pulsed graviton beam. An advanced version of graviton beam that fires gravito waves in high frequency pulses. This is very harmfull for weapon turret joints as these are not designed to withstand such tremendous gravity fluctuations.

Inertial cannon. Each projectile this weapon shots consists of a contained gravitic field that slows targets acceleration rates and reduces its maximum speed. Each hit increases the effect that is slowly dissipates over time.

Heavy inertial cannon. Large vesrion of the same cannon that fires bursts of three shots of inertial fields.

Missile weapons

missile weapons were always the best way to destroy maneuverable targets at very long distances due to abbilities to track their targets. All missiles benefit from the majority of the upgrades.

Basic missiles. Basic chemical missiles are small and compact seeker weapons that can engage targets at long ranges. The drawbacks of these weapons are fragile frames of the missiles and their lack of retargetting abbility.

Advanced warheads. All missiles (except acid and nano) can be upgraded to deal greater damage by researching improved and advanced warheads. These upgrades apply automaticaly when they are researched without need to redesign ships.

Large missiles (nuke, fusion, am). Heavier missiles carrying more powerful warheads. These weapons require larger turrets to be mounted. Large missile has increased armor plating for better withstanding of pd fire. In addition it has a built in
system that automatical picks up another enemy target if its previous was destroyed.

Large missiles (acid, nanites). Heavier missiles carrying special area of effect warheads that produce clouds of acidic materiels or swarms of nanites in an area it was detonated. These weapons require larger turrets to be mounted. Large missile has increased armor plating for better withstanding of pd fire. In addition these weapons can be fired indirectly at any location. This is used to produce a defencive "wall" of acid or nanite clouds. Such missiles do not benefit from warhead upgrades.

Large missiles (kinetic, multi-warhead). Advanced heavier missiles which are desighed to evade enemy point defence fire. Multi-warhead missile detonates few hundred meters near the target splitting into several smaler warheads. These warheads move at high speed constantly rotating to make enemy pd fire less effective. Kinetic missile is launched high\low above the plane where enemy pd fire has little chances of getting a lock on it. Missile then suddenly turnes toward its target and accelerates and ultra high speed. Impact of this missile is so strong that it pushes enemy ship in opposite direction for a short distance producing additional structure damage. This missile is a very usefull tool to combat enemy fixed weapons ships as it will deny enemies a proper lock with their weapons.

Guided missiles. Basic medium-sized missiles that were given retargetting abillity. These missiles deal slightly less damage, but abillity to retarget compensates this fairly.

Dumb fire rockets. These are direct fire missile weapons that are being launched in salvoes. These missiles benefit both from neutronium rounds and warhead upgrades (except drives upgrades) as it both utilizes a solid metal cone to penetrate armor and powerful explosive warhead to deal damage to structure of the ship.

Interceptor missiles. These missiles are desighed to combat drones, droppods, assault shuttles, bio-missiles, boarding pods, mines and swarmers. They are unable to target torpedo weapons.
Mines

mines are great when you are defending your colonies againts slow moving fleets of crs or dns. Just be sure to lure your enemy into your trap and enjoy spectacular fireworks as enemy fleet gets blown to pieces by mines.


nuclear, fusion and antimatter mines. Standart mines that will slowly float towards enemy ships that passes in close proximity to them.

Leaping mine. An advanced mine that has numerous tiny thrusters. These mines will "rush" towards the emeny ship in a straight line. Leapers are slightly more difficult for point-defence weapons to lock on.

Cloaked mine. An invisible mine that can be spot only by deepscan ships. Such mines deal less damage that normal ones, but they have a very good survivability rates as its preys normaly cannon detect it.

Implosion mine. This mines generate powerful gravity field that pulls ships towards the mine. A special fusion charge installed in the mine creates a very hot plasmoid that detonates when pulled in ship touches it.

Gravity mine. A basic gravity mine that generates very powerful gravity fields. These fields constantly pull in everything that passes in their area of effect including ships, missiles and other items.

direct fire torpedo weapons

direct fire torpedoes fire pulses of energy at their targets. Some of these weapons have unique properties such as disrupters or qvantum torpedoes. Almost all direct fire torpedoes can be equiped on super-heavy mounts (projector mounts) as double barrelled launchers. This greatly increases their chances to hit the enemy targets and increases their rate of fire considerably as ship has no longer to face the enemy in order to fire torpedoes.

Photonic torpedo. This weapon fires three fast moving balls of photonic particles at long ranges. Due to the unique nature of the photons these torpedoes can be stopped by both deflector and disruptor fields.

Proton torpedo. This weapon launches three bolts of proton particles. Proton torpedoes are designed to bypass enemy deflector fields. However they can be countered by disruptor fields that can easily dessipate protonic particles.

Mesonic torpedo. Mesonic torpedoes fire in bursts of three per salvo. This weapon has an exeptionaly long ranges (over 3500!). Unlike photonic and protonic particles mesonic particles cannot be stoped by any kind of deflector/disruptor field. In addition it bypasses any known shield defences except especially hardened shields. Note that meson particles require some time to get to their full strength, so this weapon will deal increased damage at long ranges and not as much on short distances.

Disruptor torpedo. An energy-based weapon that hurls a bolt of electrical energy. This weapon can disrupt weapons on a section that it hits by overloading their power generators.

Emp torpedo. A larger and more powerful version of common disruptor torpedo. This weapon not only capable of reloading all power systems of a ship, but also possesses a unique to direct fire torpedoes area of effect ability. This weapon can and will disable any king of field or shield defence systems by overloading an entire power generation system of the ship. Note that emp torpedo mounted in a projector turret will fire only one projectile instead of two as other direct fire torpedo weapons.
Qvantum torpedo. A special weapon that fires large projectile containing qvantums. Upon hit these qvantums are released in a massive burst that instantly burns out all types of shield systems. This weapon deals almost no damage to the hull of the ship.

Gluonic torpedo. This weapon acts much like proton torpedo, but in addition to deflector penetration ability gluonic torpedo can also circumvent energy absorbers.
Kelvenic torpedo. A high-tech torpedo weapon that distabilizes molecular structure of target ship making its armor and structure less resistant to following weapon fire. To maximize damage potential of this weapon it is reccomended to use it with heavy beams or other high-powered weapons.

guided torpedo weapons

these weapons come in variety of large missile-like torpedo systems and some rare energy-based homming torpedoes.


Nuclear, plasma, fusion and anti-matter torpedoes. These are classic homming weapons representing a large missile-like torpedo. It has a powerfull drive, advanced guidance and detection systems that allow it to seek for enemy ships and retarged to a new threat if necessary and large fuel storages to ensure that it will reach any target. Explosive warhead used in those weapons produces a directed explosion that tears apart target ship`s armor layers and structure.

Plasma, fusion and anti-matter detonating (high explosive) torpedoes. These torpedoes are using the same missile chassis as classic torpedoes. The only realy difference is in its warheads. Instead of producing a directed forward explosion these warheads detonate in a huge explosion damaging everything in its way. This weapon can be fired at specific location rather than on a ship or other space body.

Plasma, fusion, anti-matter ball torpedoes. These are high tech torpedoe weapons utilizing advanced gravity generation systems and field fenerators to create a homming ball or capsule of energy field containing plasma, fusion or am reaction withing it. This capsule is then launched at its target at high speed. Ball-torpedoes are less powerful than their missile-like equivalents, but these torpedoes cannot be shot down by any means.

Pulsar torpedo. Utilizing the same principles as ball-torpedoes this emp-type weapon fires a homming ball of disruptive energy that overloads target ship`s systems for a longer peroid of time than other emp-based torpedoes.
Races
 
Spoiler :
................

0_King
0_Chancellor
0_Queen
0_Grand Duke
0_Prince
0_Jester
0_Duke
0_Count
0_Baron
0_Guild Master
0_Squire
0_Shogun
0_Zcar
0_Steward
0_Black Knight
0_Green Knight
0_Red Knight
0_White Knight
1_Ares
1_Athena
1_Bellona
1_Enyo
1_Hachiman
1_Kali
1_Shiva
3_Cardinal
3_Arch-Bishop
3_Bishop
3_Priest
4_Babylon
4_Sodom
4_Gomorrah
4_Jericho
Amber
Black
Blue
Brown
Cobalt
Copper
Crimson
Emerald
Gold
Gray
Green
Indigo
Jade
Lavender
Maroon
Orange
Periwinkle
Pink
Purple
Red
Rust
Scarlet
Silver
Turquoise
Violet
White
Yellow


Anvil of Belief
Appocoliptic Fury
Arch Bishop
Archon
Axe of Retribution
Bishop of Brewing
Bringer of Despair
Cardinal of Flames
Cardinal's Chosen
Cardinal's Maul
Chains of Devotion
Consecrated Tankard
Crucified Coward
Crusading Flame
Damnation's Fury
Deliverer of Pain
Despicable Heathen
Disciple of Destruction
Disciple of Distillation
Disciple of the Forge
Distilled Divinity
Distilling Deacon
Divine Anvil
Divine Fury
Divine Hammer
Divine Retribution
Divine Right
Divine Wrath
Drunken Monk
Elemental Fury
Elemental Wrath
Excessive Force
Fanatic Devotion
Fermenting Friar
Flame of Corruption
Flame of Devotion
Flame of Purification
Flame of Wrath
Fortress of Flames
Fortress of Sanctity
Guardian of Flames
Hammer of Justice
Hammer of Purification
Hammer of Vengeance
Holy Boar
Holy Canary
Holy Dominion
Holy Hops
Holy Maiden
Holy Maul
Icon of Anger
Icon of Labor
Icon of Refreshment
Initiate of Fury
Initiate of Industry
Initiate of Retribution
Inquisitor
Justicar
Killfrenzy
Maul of Madness
Maul of Righteousness
Merciless Death
Panning Priest
Priestess of Fatigue
Priestess of Toil
Retribution
Righteous Butcher
Righteous Crusade
Righteous Destroyer
Righteous Fury
Righteous Inquisition
Righteous Retribution
Sacramental Whiskey
Sacred Sow
Sister of Contempt
Sister of Strength
Slave of Righteousness
Smelter
Tempered Sister
Temple of Anvils
Temple of Pikes
Temples Guardian
Torment
Vengeful Crusader
Vengeful Priest
Vigilant
Vigilant Templar
Wanton Desecration
Wanton Destruction
Zealous
Zealous Sister

=======================================================================================
AI DATA FILE - Amonkrie - Captain Kwok's Balance Mod
=======================================================================================

=======================================================================================
*BEGIN*
=======================================================================================

Name := Amon'krie
Description := The Amon'krie are an intellectual race with advanced technology. Though physically weak, they make up for it with powerful warships.
Empire Name := Amon'krie
Empire Type := Continuum
Emperor Name := Amon-Kurath
Emperor Title := Lord
Home Planet Type := Ice
Home Planet Atmosphere := Methane
Race Name := Amon'krie
Race Plural Name := Amon'krie
Race Physical Description := Serpentoid
Government Type := Oligarchy
Society Type := Xenophobes
Biological Description := The Amon'krie are small worm-like beings just under 2 meters long. They propel their bodies by undulating their underside. They have several small tubules near their head which they use to grasp tools. They prefer to make their homes under the soil of a planet and have very poor eyesight. Their average lifespan is about 50 years.
Society Description := The Amon'krie have a society made up of several groups of governing personnel. Each group has absolute authority over a different sector of their government. They work together in a delicate network of checks and balances. Their society is strongly xenophobic and does not interact well with other races.
General History Description := The Amon'krie are thought to have evolved on a planet far on the rim of the galaxy. They developed spaceflight relatively quickly, but found no other sentient life near them. Over the centuries, they developed the belief that theirs was the only race in existance. As they ventured further into the galaxy, they did finally encounter other species but their isolation had already left them strongly xenophobic.
Personality Group := 3

=======================================================================================
*END*
=======================================================================================

 
Features from Outpost I and Outpost II

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

Outpost 1 Tech Tree

Spoiler :
I. Astronomy
A. Astrophysics
B. Basic Astronomy
C. Planetary Astronomy
D. Stellar Astronomy

II. Biology
A. Medicine
1. Pharmacology
a. Alien Pharmacology
B. Exobiology
1. Plant Biology
a. Agriculture I
2. Physiology
a. Anatomy
b. Comparative Anatomy
3. Embryology
4. Immunology
5. Entomology
6. Ecology
a. Alien Ecology
i. atmospheric
ii. Terrestrial
iii. Marine

III. Chemistry
A. Biochemistry
B. Physical Chemistry
1. Metallurgy
2. Materials Processing
C. Quantum Chemistry

IV. Planetary Science
A. Meteorology
B. Geography
C. Geology
1. Terrestrial Geology
a. Tectonics
b. Mineralogy
c. Volcanology
2. mining Resources
a. Terrestrial Mining
b. Extraterrestrial Mining
3. Engineering Geology

V. Mathematics

VI. Computer Science
A. Artificial Intelligence
1. AI Manager
2. AI Personality Problems
3. Space Probe Intellegence
4. Robotics I
a. Air Bots
b. Repair Bots
c. Humanoid Androids
B. Advanced Processors
C. Systems Analysis
1. Efficiency Studies 1
2. Efficiency Studies 2

VII. Physics
A. Aerospace
1. Wind Tunnels
a. Space Craft Testing and Analysis
b. Orbital Space Stations
c. Satellites and Probes
i. Meteorstat
ii. Comsat/Navsat
iii. Sloar Power Satellite
iv.Geological Penetration Probe
v. Weather Sat
vi. Orbtal Observer
vii.Flyby Probe
viii. UIBI Probe
B. Communications
1. Harsh Environmental Signal Processing
2. SETI
C. Orbital Mechanics
D. Electrical Engineering
1. Robotics II
E. Optics
F. Power Generation
1. Alternative Advanced Systems
G. Propulsion Systems
H. Theoretical Physics
1. Antimatter
2. Nuclear Physics
3. Plasma Physics
4. Super Conductivity
5. Quantum Mechanics

VIII. Social Sciences
A. Economics
B. Political Science
C. Psychology
1. Trade Negotiation
2. Advanced Teaching Methods
D. Sociology
1. Crowd Psychology
2. Industrial Sociology
3. Social Stratification
4. Cultural Change
E. Urban Studies
1. City Planning
2. Police Science

IX. Humanities
A. Drama
B. Fine Arts
C. History
D. Music
E. Philosophy
 
GalCiv2 Tech Tree
Spoiler :




Starcraft-Protoss Tech tree
Spoiler :
 
Call to Power 2

http://apolyton.net/forumdisplay.php/109-Call-to-Power-2

Government Types in Call To Power II

Spoiler :
There are twelve forms of government in Call to Power II including anarchy. Anarchy is less a form of government than a state of chaos that exists between governments.

Anarchy
Anarchy is the brief period of lawlessness and upheaval that is brought about by a change in government. It never lasts more than four turns. All production, research, food production, and economic activity cease during this period of political upheaval.

Communism
This form of government affords high productivity and is well-suited to medium sized empires wanting to build up their cities and military. Communist empires tend to have poor economies in comparison to others, but are excellent at waging war.

Corporate Republic
This post-modern form of government is efficient and economically robust. Scientific research thrives under this government, and its people tend to be happy and productive.

Democracy
Democracies are well balanced for growth and advancement. Their people have a low tolerance for pollution, war, or a heavy military presence in their cities. Otherwise, their citizens are generally content and productive.

Ecotopia
As the name suggests, Ecotopian empires strive to marry technological progress with environmental responsibility. They believe the ultimate expression of humanity is an ecologically harmonious way of life. The Ecotopian ideology inspires growth, economic strength and avid research. Ecotopians have little regard or patience for chronically polluting empires.

Fascism
This harsh form of government limits the personal freedoms and privacy of its populace. Nevertheless, it inspires fierce loyalty and is able to maintain a powerful military. Fascist cities are productive, but are handicapped by slow growth and weak economies.

Monarchy
Monarchies advance most aspects of their empires beyond the pathetic state of tyranny. Strict martial law keeps cities safe, and people are devoted to their sovereign.

Republic
The republic, another early form of government, provides stronger growth potential, greater production, and more emphasis on research than a monarchy. Its economy and military, on the other hand, are slightly weaker.

Technocracy
Another post-modern government, the technocracy places the highest emphasis on science and technology. Technocracies move swiftly through the technology tree, and their cities are productive. Commerce is very strong within a technocracy, and the people are loyal.

Theocracy
The theocracy knows no separation of church and state. It is growth-oriented, and promotes commerce and a healthy economy. Its support for the military is strong, but its commitment to science is not. People are loyal and moderately productive.

Tyranny
You begin your empire in tyranny, a form of government characterized by poor city growth, production, and scientific development. It is best for your empire, and your people, that you move beyond this type of government as soon as possible.

Virtual Democracy
Empires achieving this future government form are highly advanced and very peaceful. They also tend to be rich, prosperous, fast-growing, and very large. Virtual Democracies place high importance on research, commerce, and the environment.

Governments and Special Units

Certain governments enable special units that cannot be built under any other form of government. The cleric, for example, can only exist under a theocracy. Any of these special units you build can only exist under the government in which they were built. When you enact a new form of government, all of these special units will automatically disband and disappear from the game. For example, all clerics created under a theocracy will be lost when you switch to a republic. Special units by government are as follows:

Cleric: Can be built by a theocracy.
Fascist: Can be built by a fascist empire.
Eco-Terrorist: Can be built by an ecotopia.
Eco-Ranger: Can be built by an ecotopia.
Spoiler :


GENETIC AGE
With the deciphering of the mysteries of human life at the hands of researchers involved in the Human Genome Project, the Genetic Age built on the solid foundation of scientific achievement established in the Modern Age. What distinguished the Genetic Age from the Modern Age was an collective increase in responsibility towards humanity and the environment. Whereas technology continued to streamline the process of manufacturing, it also found equally powerful ways to help curb pollution. Human mastery of the physical world continued at breakneck pace with the applications of chaos theory and unified physics. More than anything else, the achievements of the Genetic Age began to blur the lines between human and machine. Neural interfaces enabled people to control computers with their thoughts. Medical scientists began to apply their knowledge of genetics towards not only the eradication of disease but the customization of all forms of life. As the computer revolutionized the lives of people in the 20th century, so did genetics irrevocably alter life in the 21st century.

DIAMOND AGE
The Diamond Age was a period of intense scientific breakthroughs. With the perfecting of nanotechnology and further developments in genetics, human beings possessed power over their lives and their worlds in ways that seemed unfathomable in previous centuries. Human cloning and life extension enabled people to achieve immortality, as the limitations of the physical body no longer presented an obstacle. More than any other science, nanotechnology affected the lives of citizens most profoundly. Sub-microscopic machines called nanites could manipulate molecules, seek out nuclear weapons, eat pollution, release toxins and countless other tasks. With the aid of nanites, entire cities were constructed underwater. The power of nanites manifest in two disparate realms, however, and represented both the future and the demise of human life. The Gaia Controller had the power to grant a new utopia in the world, by providing limitless supplies of resources. However, Eco-Rangers could just as easily obliterate entire cities in a matter of minutes, leaving behind only pristine wilderness. Though some saw this as a triumph, others feared the day that human beings sought to undue six millenia of evolution, progress and creation. For all of its technological breakthroughs, the Diamond Age represented a world at a crossroads. With the power of eternal life, limitless energy, and an end to material scarcity, people were finally in control of every aspect of their own destinies. The only question that remained was whether people would live in peace or ultimately destroy themselves in the acts of nanotechnological war.
 
Alpha Centauri Tech Tree
http://strategywiki.org/wiki/Sid_Meier's_Alpha_Centauri/Technology_tree

http://www.game-point.net/misc/smacx-fixed-techtree-big-1.pdf
Spoiler :

Sid Meier's Alpha Centauri/Technology tree
From StrategyWiki, the video game walkthrough and strategy guide wiki
< Sid Meier's Alpha Centauri
Sid Meier's Alpha Centauri | Table of Contents | Walkthrough[show]

Contents [hide]
1 Adaptive Doctrine
2 Adaptive Economics
3 Advanced Ecological Engineering
4 Advanced Military Algorithms
5 Advanced Spaceflight
6 Advanced Subatomic Theory
7 Applied Gravitonics
8 Applied Physics
9 Applied Relativity
10 Bio-Engineering
11 Bioadaptive Resonance
12 Biogenetics
13 Biomachinery
14 Centauri Ecology
15 Centauri Empathy
16 Centauri Genetics
17 Centauri Meditation
18 Centauri Psi
19 Controlled Singularity
20 Cyberethics
21 Digital Sentience
22 Doctrine: Air Power
23 Doctrine: Flexibility
24 Doctrine: Initiative
25 Doctrine: Loyalty
26 Doctrine: Mobility
27 Ecological Engineering
28 Environmental Economics
29 Ethical Calculus
30 Eudaimonia
31 Field Modulation
32 Frictionless Surfaces
33 Fusion Power
34 Gene Splicing
35 Graviton Theory
36 High Energy Chemistry
37 Homo Superior
38 Industrial Automation
39 Industrial Base
40 Industrial Economics
41 Industrial Nanorobotics
42 Information Networks
43 Intellectual Integrity
44 Matter Compression
45 Matter Editation
46 Matter Transmission
47 Mind/Machine Interface
48 Monopole Magnets
49 N-Space Compression
50 Nanometallurgy
51 Nanominiaturization
52 Neural Grafting
53 Nonlinear Mathematics
54 Optical Computers
55 Orbital Spaceflight
56 Organic Superlubricant
57 Photon/Wave Mechanics
58 Planetary Economics
59 Planetary Networks
60 Polymorphic Software
61 Pre-Sentient Algorithms
62 Probability Mechanics
63 Progenitor Psych
64 Quantum Machinery
65 Quantum Power
66 Retroviral Engineering
67 Secrets of Alpha Centauri
68 Secrets of Creation
69 Secrets of the Human Brain
70 Secrets of the Manifolds
71 Self-Aware Machines
72 Sentient Econometrics
73 Sentient Resonance
74 Silksteel Alloys
75 Singularity Mechanics
76 Social Psych
77 String Resonance
78 Super Tensile Solids
79 Superconductor
80 Superstring Theory
81 Synthetic Fossil Fuels
82 Temporal Mechanics
83 The Will to Power
84 Threshold of Transcendence
85 Transcendent Thought
86 Unified Field Theory
 
http://z1.invisionfree.com/Sisgardian_HQs/index.php?showtopic=43
While the dominion has specialized in taking others ideas and improving on them, we do have several technological advancements that were developed here in our labs
Spoiler :

Distributed telecom Networks
all essential telecom functions are widely distributed amongst the nation. there is no central telcom office as all hubs, routers, and switches are remotly adminned from government offices, but can also be accesed directly, or remotely if need be. the whole network can be run from any given hub in case of emergency the current system has a 97% Fault tollerance rating (meaning 97% of all the systems could fail and the government would still be able to effectively operate, although at that fault level civillian service would be inoperative) the telecom system also has double redundancy on all key trunks and all government offices have a direct line to each other government office thus menaing that no one office can be cut off from the others unless that office is totally destroyed

Optical TeleCom Networks
all signals, switches, routers, and government computers are optical based rendering them immune to EMP attacks
also all cables are sheathed and shielded to prevent damage accidental or otherwise

Adaptive Firewalls
a form of low level AI, these programs will autoimatically patch themselves if they are bypassed in any way to that you can never get inthrough the same hole twice. the IW team holds master keys to each firewall and can circumvent them in case of emergency

'Shadow algotithims'
this algorithims are hunt out any unouthorised access and download themselves onto the computers hard drive. they automatically corrupt or erase any confidential/secret data downlaoded onto or passing through the computer. marks the the computer's hardware confuguration, attached media, macadress, and ip adress and writes an identifying code into the lowest level of the harddrive and any attached media. it then sends the data to the IW center where it is logged and stored incase the team decides/needs to take action. the algorithim leves a copy of it's self on the computer, and if the person tries to use the same computer to hack with again, the shadow algorithim will cause the computer to be immeadatly blocked by the adaptive firewall (whgich will alert the IW team who will then try to counter hack the computer), if the hackers still gets around the fire wall, the algorithim will lock the computer down(if the iw team hasnt already counter hacked the computer). if the hacker somehow manages to get around that and has yet to be counter hacked, the algorithim will preform a rezero of the hard drive of the offending computer.
(this algorithim was developed by the IW team and is their personal pride and joy)

Sphinx algorithims
these are used by the IW team as observation tools. before they are planted they are loaded with search criteria. they are then loaded on the target computer, they preform a content search in the background and report back on an encrypted port using what the IW team calls 'nose packets'. the IW team can then preform further searches by sending 'mod packets' with uptated search parameters and specify files that are to be attached with the next 'nose'

"Eight Ball" Offensive algorithim
used in Offensive IW operations. this little string of code just makes life general hell for the other side by forcing reboots at innoppurrtune times, refusing to allow certian keystrokes or commands to opperate, randomly corrupting data, crashing the hard drive and zeroing the hard drive (although with this version of zeroing, the entire drive is overwritten with magic eight ball images alternating with the prediction that you will have a really bad day. this algorithim is complely configurable to target certian files or compurers on a network. the configuration can be changed at any time. this algorithim can be placed at anytime and have an activation code set as well. when not active it looks like a low level system operation

The 'CodeBank'

this is a repository of all known encryption schemes, firewalls, and protection algorithms and how to break them in the fastest possible time. it is also home to the most advanced decryption algorithims in the dominion. the IW team trains by hacking into this server

this is one of the main servers used by the IW team on ops

The 'BlackBook'

this is a list of all the known ip's for all computers in the world. it updates constantly and is searchable.
this computer is a mainfraime in it's own right and handles any ip routing,tracing, lookups or spoofing that may be needed. only black book knows the ip of ULRA

this is one of the main servers used by the IW team on ops

ULRA or Unbelievably Large Raid Array (pronounced ULLRA)
for data storage, the lab mouse uses a hot swapable raid on all government comupters. this means that all files are stored in pieces across the thousands of computers that are at work in every government office across the country.
when ever a computer is removed from the network, the system automatically rebuilds the data that was stored on that drive thus keeping all the documents intact across the network.
also since the ULRA server is the only server that has the full list, it makes hacking any other computer pointless as all you would see is random bits of data. "CodeBank" and "BlackBook" maintain the ips to a split copy of the dirctory that is Quintouple 4096 bit encripted (4098X5) and is impossible to break unless you have both copies and acess to the CodeBank filing system (code bank holds the ip of the file names, black book holds the ip of the file adresses)
both backups sit behind 2 adaptive firewalls each linked to one another. this means that you need to find 4 different ways to bypass the firewallsto acess the backups

ULRA it's self sits behind the 7 most advanced adaptive firewalls in the country all linked together so that 7 different methods must be used to break in. if firewall 5 is overcome, the entire server is encrypted at 4098X5 with the progressive encryption being applied to the top secret data. also, only the BlackBook knows what the ip of ULRA is. all data inbound for ULRA is scanned by a dedicated system in the IW headquarters and then is handed off to BlackBook, which sends it to ULRA on an 4098X3 line. ULRA then splits the directory and sends it out to the backups along dedicated lines

2048X3 and 4098X3 and progressive Encription
these are the high and ultra high encription protocalls that are used for safeguarding government secrets and the IW team the number before the x is the number of bits used in the encryption, and the number after it is how many times it was encrypted. there is a fingerprint at the end of every X3 document that will look something like this: 54894,64984,20070
these indicate the CodeBank file numbers of the encryption protocols used on the document. these protocols are chosen at random. to decrypt the document you must first decrypt the entire document using the last number in the series. this will leave you with a new set of 2 numbers and the document, you then use the end number to decrypt the document and you finally have something readable.

progressive encryption finds the ascii values of the charecters used in the document. it then adds the original value of the 2nd letter to the first, reconverts to charecters and encrypts normaly. this method is time consuming but when combined with the 4098X5 encription on ULRA it becomes all but uncrackable
 
http://z1.invisionfree.com/Sisgardian_HQs/index.php?showtopic=327

The following is a list of specific areas of research that Pilon has conducted extensive research into.

Spoiler :
Adaptive Military Tactical Algorithms &#8211; First established during the Imperial age of Pilon&#8217;s history this project is one of Pilon&#8217;s many Psychological/Sociological Research Programs. The AMTA as it is called studies the tactics used by generals in almost all wars fought that Pilon has access too and studies the tactics used. They then use these tactics in the training of special tactical officers that are trained in general military strategy and hone the strategy for the specific instance its needed. This research program is mostly responsible for the overall Pilonese success rate in the wars they fight.

Applied Gravitonics &#8211; First started during the imperialist age of Pilon, the Applied Gravitonics program studies gravity and how it affects matter. Using devices they are able to negate these influences and defy gravity with relative ease. They have also learned to influence and negate the influences of Inertia.

Applied Physics &#8211; This project was developed soon after the formation of the new nation. Its primary goal was to reverse engineer any piece of technology that their engineers could get their hands on and learn how it worked. By the time the project was discontinued for better things a set of guidelines had been developed allowing Pilon scientists to reverse engineer almost any piece of technology with remarkable speed.

Artificial Enhancement &#8211; This is by far one of the largest and widespread projects underway by Pilon. The project experiments with Cybernetics, Genetic Engineering and Enhancement, Psionics, Mental Focusing and Honing, and even Biochemical testing to discover the effects of various enhancements on humanity. It develops new means of enhancement and perfects already existing technologies to discover the precise levels which most benefit humanity. Each of the different areas, called conventions, are highly competitive with one another, often producing the same outcome with different technologies. Pilon encourages this as it allows its citizens to choose whichever means they feel most comfortable with when enhancing themselves. Roughly 50% of the Total budget is spent in this project.

Bioadaptive Resonance &#8211; Using sonic fields and impulses Pilonese scientists discovered they could manipulate the magnetic and electromagnetic fields of living beings. The research has led to several military and practical applications.

Biogenetics &#8211; The Biogenetics program has been one of the longest ongoing projects that Pilon has been researching. The project was initially started when it was discovered that the revered Gorilla-Dolphin Hybrid, our nations national animal and pride and joy (not to mention favorite meal), was quickly becoming extinct. The primitive experiments in splicing that had created the new animal had not been able to sustain them in a natural environment. It was the Biogenetics project&#8217;s responsibility to first save the esteemed animal and then create a new national animal, one that was perfectly suited to survive in Pilon&#8217;s waters. Several years passed before the research division unveiled their new creation, the PiFish.
The PiFish is an animal that had been given a vastly increased intellect (roughly 75% that of humans), a large reproductive capacity, and most important an ability to thrive in the natural ecosystems of Pilon&#8217;s waters. It was quickly accepted as a new national treasure and the Gorilla-Dolphin hybrid was made an endangered species. With subtle genetic coaxing from the Biogenetics project the species flaws were fixed and the Gorilla-Dolphin hybrid is now a critical part of Pilon&#8217;s ecosystem.
Since then the biogenetics project has begun extensive modification and creation of new species as they study the effects of various creatures on the ecosystem. They have created over 300,000 different species within all Kingdoms of life, each filling a unique Niche in the Pilonian ecosystem which is claimed to be the most complex system in existence, a challenge that as of yet has not been defeated.

Bio-support Systems &#8211; In order to spread throughout the Sol system Pilon&#8217;s new Hegamony needed to develop a means of surviving on hostile worlds. The Bio-support Systems project was started to develop the technologies that would be needed to survive in everything from the Sun&#8217;s corona under heavy shielding to the Oort Cloud where heavy mining operations and eventually a spaceyards was set up. The Bio-support Systems not only developed but also stole technologies from many spacefaring nations. Utilizing this technology Pilon was able to quickly spread throughout the system where they lasted until the civil war.

Construction Materials &#8211; One of the &#8220;practical&#8221; projects that is always ongoing. The purpose of this research project is to develop new alloys and materials that strengthen Pilonese constructions, or speedup production of construction materials.

Cyberethics &#8211; With computers and technology being such a vast part of Pilonian life it was critical to develop a philosophy that outlined the proper relationship between humanity and the computers they coexisted with. The Cyberethics project develops and constantly adjusts this outline.

Ecological Engineering &#8211; This project was undertaken as the Burmian plateau was first discovered to be soon uninhabitable by humans. The focus of the project was to develop a means of repairing the ecological damage dealt by humanity&#8217;s presence on the planet.

Environmental Empathy &#8211; This project was headed by the Environmentalists. Based on the studies of the effects of Humanity and Industry on the environment a philosophy and a number of technologies were developed that allowed the Empathists (as they are called) to live in harmony with nature. This stifles much industry, reducing it to about 45% productiveness at first, but allows the industry to produce with NO negative on the environment, in fact it is good for the environment and industry actually encourages growth which then allows for more industrial development. As it stands currently most of our Arcologies&#8217; industrial bases run at only 65% that of normal productiveness. In addition the negative effects on the environment that Humanity usually produces can be quelled by following the teachings of the Empathists.
Industrial Base &#8211; The quick and efficient creation of an Industrial Base was developed during the colonization days of the Hegamony of Pilon. A colony ship could land and within a year be fully self supportive and sending raw materials to Pilon for use in their construction projects.

Eudaimonian Existance &#8211; A recent development, this project is expected to develop a way of life for Pilonians to life that will allow them to live full lives full of happiness, peace and prosperity without falling to excesses. It is one of the first steps toward achieving Humanity&#8217;s full potential as a life form before evolving into something more than Humanity could possibly dream.

Information Networks &#8211; The fastest way to transmit information from person to person will facilitate the fastest evolving society. Following this concept the Information Networks project has been constantly seeking new ways of transmitting technology to all Pilonians within seconds of the information becoming available. The first successes in this field were rather primitive compared to what is now being developed. What at first was a simple network of computer systems has now become a Hyperlinked spider-web of Cybernetically accessed information. All Pilonians are given an access port that is installed in their heads that send information directly into the brain. As it is installed soon after birth by the time the child is about 12 years old they have fully adapted to the influx of information and can access it at will with no disorientation. This also brings our community together as everyone has something in common with everyone else, information.

Longevity &#8211; An offshoot of the Artificial Enhancement project, the Longevity project is a fairly new project, only existing for the last 50 years. The primary focus of the project it the development and honing of technologies that extend indefinitely the lifespan of humanity and also making it youthful for that entire time.

Military Applications &#8211; One of the &#8220;practical&#8221; research projects that is always ongoing. The purpose of this research project is to develop new weapons and military uses for already existing technologies.

Nanotechnologies &#8211; Actually a series of research projects that all get funding from a single fund. This project includes all applications of Nanotechnology. Oftentimes developments of this research project will start offshoots that are given separate funding.

Neural Integration and Code Writing &#8211; A research project that combines developments into Computer software and discoveries about the way the brain works to allow customization of a person&#8217;s brain. This can be customized to virtually anything the person desires.

Power Production and Transportation &#8211; One of the &#8220;practical&#8221; research projects that is always ongoing. The purpose of this research project is to take existing technologies and theories and use them to produce new forms of Energy Production, Transportation, and Conservation.

Social Psychology - This project is one of the more heavily classified projects conducted by Pilon. It mostly consists of putting Humans in stressful situations and studying how they react to better understand Human psychology. There are even rumors of Alien test subjects and accidents that were covered up before people found out about them.

Matter Transmission - A project that has taken longer than any other to find fruition. Recently a breakthough now allows for a limited ability to transmit matter via specialized receptacles in the Nodelink allowing some outfitted buildings to transmit matter to one another. In a newly slated research project it is hoped that a new form of instantaneous transport involving Nodelink will be possible allowing for anyone with a Node installed to move instantaneously to any point in the universe that is reachable by the Nodelink. This holds great Military applications and is being funded by the Military Applications Project. One technology that is now widely spread that has come from this reserach project is the ability to transform matter into Energy and Vice Versa.

Space Elevator - A new project started by Pilon. In its infancy only meant to be a standstill elevator that must be abandoned with each move, the new designs put forth allow for a retractable and deployable system that will become part of the standard for the Pilonese Arcology allowing for incredible easy of transport into space from the construction facilities within the industrial area of the Arcology.

Embedded Networks - A new system proposed by one of Pilon's more brilliant minds. The project sets out to unite not just all Pilonese Citizens, but all Living creatures within Pilon in the Nodelink giving unprecedented knowledge of the surrounding areas and how nature interacts with Man and inself. The idea has great promise.

Molecular Anthropology - A new project designed to trace the origans of the Molecular makeup of current species in order to better determine how to improve them in their existing environments or a changed environment. It is hoped to answer a few of the problems facing scientists in the Venusian Terraforming project.
 
Spoiler :
The NWA government has been comissioning several groups to research non-lethal weaponry over the last few years. Now, some of the results are starting to be returned.

Focused sound-wave weapons:
This technology revolves around the ability to make very high intensity focused soundwaves that can be aimed in a direction. These sound waves have an effective range of around 1.5-2 km, and can effect a single person, or dozens of people depending on the size of the focused soundwave beam. Applications range from small rifle-like weapons, to larger vehicle-mounted weapons. Current constraints are power consumption and portability. Further R&D is being conducted to address these issues.

EMP emitters and EMP shielding:
EMPs have long been known to knock out all electronic equipment and vehicles. It could potentially be one of the most effective non-lethal weapons, if a way to shield friendly units from the pulses could be found. Long-range EMP emitters that use super capacitors can be used and refired within 30 seconds and have an effective range of nearly 30 km. Shielding has been in development for many years, and is not currently effective enough to be used in the field. A recent technology could allow friendly units to enter a shield harmonic frequency that would block out all freidnly EMPs, but the shield is not portable and does not work in any sort of medium to close proximity to the EMP source, as well as requiring large amounts of power. General shielding of all EMPs has been very unsuccessful, though varying EMP shield harmonic fequencies could offer slightly improved protection.

Temporary Nerve gas:
Accidentally discovered by a medical research group, NX-654a is a nerve toxin that restricts all voluntary muscle movements for up to an hour. The toxin is deployable in a gas or through a syringe. Large doses can be lethal, but low doses have no known side effects. The gas is easily protected against with gas masks, and body armor can prevent penetration by darts, but the agent should still be useful in many circumstances.

The NWA government is expected to make an announcement regarding the formation of a new NWA defense force that will utilize these new technologies.


Transparant alluminium alloys

Tachyon-based energy supplies

Cardio watches

Diablo special armor

Thermal optical camouflage

Thermic armor

Phase gates

Cyclops EMP weaponry

Aircraft plasma generators

Time manipulation technology

Sentinent AI

Advanced battlesuits

Phase Difference

Wheather Control

Odyssey Science Vessels

Utility Fog et. al.

Psychic Dominator

Blade Mk5 Space Interceptor

GenPads

Enhanced Bio-Smartlink Wraith HUD systems

Avar air/space Fighter

Phase Difference

Organic Optical Camouflage

Siliciumchip implants

Light HP-UB engines

SARA central data network server

Shogata energy weapons

Hoverdynes

Myomers

Iron Curtain project

Monolith sonic defense system

Bio Reactors

Tachyon space probe investigations

NWA scramjets

Quantum Wire Technology

Eliptic Curve Encryption

AI Guardian Droids (prototypes)

MONO flight system

DLM Active Camouflage

Gene Pliced superplants

Ion Turrets

Psionic Rig development

Tier7 Guana turrets

Wraith technology

Neural Uplink systems

Psychic Radar

ST-101 Transport Spacejet

Diablo Anti-Gravity craft

lolllllllllll
 
Idea that came to me today, my apologies if its already in the works:

Phasing (as a unit ability)

As a mission, a unit can switch between 'phased' and 'unphased' states, making them completely immaterial when phased, impossible to hurt but also impossible to attack with in any way, and uniquely invisible to most forms of detection. I could see a futuristic tech enabling this feature. I may eventually try to work it into my plans to allow for it in the code if you like the idea enough to implement it.
 
Idea that came to me today, my apologies if its already in the works:

Phasing (as a unit ability)

As a mission, a unit can switch between 'phased' and 'unphased' states, making them completely immaterial when phased, impossible to hurt but also impossible to attack with in any way, and uniquely invisible to most forms of detection. I could see a futuristic tech enabling this feature. I may eventually try to work it into my plans to allow for it in the code if you like the idea enough to implement it.

I love the idea of dimensional phasing.
 
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