The problem of making "alternative timeline" techs for future-techs is very difficult, isnt it
? I am pretty sure that "modeling animals " what you call genetic artistery will become a normal subject in elementary school one day^^
And I'm not sure about those two animals.... you want to give the neoraptor a movementspeed superior to Humwees? I dont think any animal, if designed or not will be able to run that fast over a long time. You might better give him many firststrikes to represent his carmoflage ability and its high speed.
Here are some more ideas:
Artificial Dreaming (as in a James Bond Film, I think it was "die another day") (
Technology)
needs neurobiology, brain-machine-interface, 3D Reality
+10%
and +10%
in all cities, also +5
in all cities.
Leads to: Dream Artistry (someone complained there are no future Art-Techs)
Dream Artistry (
TECHNOLOGY)
needs Artifactal Dreaming
+2
in all cities
High-Explosive plants (
TECHNOLOGY)
needs gene manipulation
all forests in your territory +10% Defence (if this is possible)
enables: Plant-Mines (Building)
Plant-Mines (
Building):
All units in adjusted tiles gets 10% damage per second, stacks with other mines/traps and the watch-tower line.
Other ideas:
Controlled Insect-Swarms
Controlled Micro-Swarms
(both similar to the Nanite-clouds)
Viral-micro-Accumulator
-> as super small batteries, already "done" in real life:
http://web.mit.edu/newsoffice/2009/virus-battery-0402.html
http://www.npr.org/templates/story/story.php?storyId=102647672
DNA-based assasinates (design DNA or enzymes that will only kill a people with a specific DNA. You can release those molecules into drinking water and no-one except the target person should be harmed.)
-> requires the tailor-made viruses
Do you make any cuts between biotech- and nanotech-alternative timelines? Because these are very close to each other.