Biotech Alt History Brainstorming Thread

Completely Organic City
Requires Megastructure Engineering
Requires Genesis Biology

No stats for this one so far, the idea is to turn your whole city into green: You life in designed trees, use designed Animals for transport, basically everything is grown naturally.

Should give a MASSIVE Pollution improvement, Healthboost and food boost, but might get - Defense in exchange.

This should be under Organic Cities tech. Also I think by then the line between plant, animal and machine would be greatly blurred. For instance a transport made of living materials but engineered to look more like a vehicle than a living thing.

Think less like the Flintstones using animals as appliances and machines and more like a living organism or even mega-organism made for humans.

Also we really need to get some great looking button/icons for these.
 
@Faustmouse

If you plan to work on these remember you have to have them in the Modules/Alt_Timelines/Biopunk folder and then edit/add the appropriate files like Biopunk_CIV4BuildingInfos.xml

All Alt-timeline stuff is put in there so people can manually turn them off if they don't want it in their game.

I'm a bit confused with the BioPunk Folder. Could you "clean it up" so that I easily find the 4 XML Files that need to be edited when making new buildings? Thanks! :goodjob:
 
Then there are all the plant weapons in Aeon Flux. Grass that cuts normal armour is not that far fetched given how well it can cut to the bone if mishandled already.
 
I'm a bit confused with the BioPunk Folder. Could you "clean it up" so that I easily find the 4 XML Files that need to be edited when making new buildings? Thanks! :goodjob:

I can't take anything out if that's what you are asking. But here is the break down ...

Buildings
Biopunk_CIV4ArtDefines_Building = This is not made yet you will need to add it.
Biopunk_CIV4BuildingClassInfos = This is not made yet you will need to add it.
Dieselpunk_CIV4BuildingInfos = This is not made yet you will need to add it.
BioPunk_Building_CIV4GameText = This is not made yet you will need to add it.
BioPunk_CIV4BuildingsSchema = The Schema so the Building file works.

Resources
BioPunk_CIV4BonusInfos = Info on the resource. You should be familiar with this.
BioPunk_CIV4TerrainSchema = The Schema so the Resource file works.
BioPunk_Bonus_CIV4GameText = Text. Right now only has resource text.

Art
BioPunk_CIV4ArtDefinesSchema = the Schema for Art files.

Anything you need to add you can just look at the other punks like Steampunk or Dieselpunk to see how they are done.
 
Teenage Mutant Ninja Turtles anyone? The host of random animals that have been rapidly evolved to sapien status?

Those would be species uplifting which is farther down the tree. However a human with turtle genes and expressing those traits might be possible under Biopunk. However as much as a love TMNT as a kid I always thought it was weird that they could move so fast if they were turtles. :P
 
Those would be species uplifting which is farther down the tree. However a human with turtle genes and expressing those traits might be possible under Biopunk. However as much as a love TMNT as a kid I always thought it was weird that they could move so fast if they were turtles. :P

Ooh.. yeah hybriding genetic traits into humanity to give them a shell, a tail, sharp teeth, stronger muscles, yeah... cool!

However, keep in mind that the TMNT concept was more about a scientific accident than an intended effect. While species uplifting as a tech may be farther down the tree, some few Biopunk 'Hero' units could be based on some early but un-replicable testing that would later lead to the fully mastered tech of Species Uplifting.
 
New ideas coming probably soon:

Biopunk Lab
Requires Biopunk
Requires Cloning
Cost 2450
Requires Power
Requires Cloning Lab
+10% :science:
+ 2:mad:
+ 2:yuck:

Pheromone Lab
Requires Biopunk
Requires Cloning
Cost 2450
Requires Power
Reuquires Mad Science Lab
+10 :science:
+10 :gold:
Can train Controlled Insect Swarm



Species Revival Lab
Requires Biopunk
Requires Cloning
Cost 2450
Requires Power
Requires Mad Science Lab
+10 :science:
+5 :culture:
+5 :gold:
Can train Neoraptor


Weaponized Flora
Requires Biopunk
Cost 2450
Requires Power
Requires Mad Science Lab
+ 5 :science:
+ 10% repel
+ 10% Defense
Units on adjected tiles will recive 20% Damage


Designed Animal Zoo
Requires Biopunk
Requires Genesis Biology
Requires Zoo
Cost 3200
Requires Power
Requires Animal Designer
+ 15% :gold:
+ 5 :science:
+ 5% :culture:
+ 3 :)


Neo Raptor
Requires Biopunk
Requires Species Revival Lab
Cost 2000
Movement 2
Base Strength 100
Invisible to most units
Can see invisible
+200% Forest/Jungle/Bamboo Strength
-30% city strength (Not sure about that since they can hide quite good in a city)
+5 "Firststrikes" (This is going to be changed soon, I recommend some backstab/stealth attacks like the Rouge line)
Collateral Damage to 10 Units, max 10% (per turn)
20% Early Withdraw chance
-50% against Tracked Units
-70% against Helicopters
Targets any Melee, Gunpowder, Mounted, Healer.... (Unarmored Units) first outside a city

Controlled Insect Swarm
Requires Biopunk
Requires Swarm Trainer
Cost 1500
Movement 2
Base Strength 70
Collateral Damage to 20 Units, max 10% (per turn)
20% Early Withdraw chance
Weakness against Fire
-90% Against Tracked and Weeled Units
Targets any Melee, Gunpowder, Mounted, Healer.... (Unarmored Units) first outside a city


Controlled Insect Swarm
Requires Biopunk
Requires Biopunk Lab
Cost 1500
Movement 2
Base Strength Ambulance Helicopter +5
-> Better healing Unit than the Ambulance Helicopter.

I also want to add something that represent "Animal Spies". So that you can train/equip normal animals like Birds to spy on your enemies, since they are very inconspicuous. But have no idea how.


Also, I want to add something that would turn your enemy's animals against them. Their pets attack them, birds attack people out of nowhere... It would be very confusing for your enemy! Maybe as a promotion?
 
@Faustmouse

1. Does this mean you will be making units?

2. I assume you will be using the Raptor model. I assume DH or SO know where to find the model since they have moth used it in their mods.

3. The Designed Animal Zoo should require the normal Zoo too.

4. Could you change the name of the "Mad Science Lab" to just "Biopunk Lab"?
 
@Faustmouse

1. Does this mean you will be making units?

2. I assume you will be using the Raptor model. I assume DH or SO know where to find the model since they have moth used it in their mods.

3. The Designed Animal Zoo should require the normal Zoo too.

4. Could you change the name of the "Mad Science Lab" to just "Biopunk Lab"?

1. Well, I guess it's time to start making units as well... especially since you/we run out of buildings to make ;)

2. Ok.

3. Ok.

4. Sure!
 
@Faustmouse

Some Biopunk buildings for you.

Chimera Surgery Clinic
Art: Here (Try to get the logo to look ok as a button)
Req Tech: Biopunk AND Genesis Biology
Obsolete Tech: None
Req Buildings: Mad Science Lab AND Plastic Surgery Clinic
Req Resources:
Cost: 3950
Req City Size: 13
Replaced By: -
Require Electricity: Yes

  • +2 :)
  • +5 :gold:
  • +5 :culture:
  • +5 Disease (Easier to spread diseases from other species to humans)

---

Organic Computer Lab
Req Tech: Biopunk AND Genesis Biology
Obsolete Tech: None
Req Buildings: Mad Science Lab
Req Resources: ? (Any ideas of what it should be made of?)
Cost: 3950
Req City Size: 13
Replaced By: -
Require Electricity: Yes

  • Produces 1 Organic Computers (See building thread for info on the resource)
  • +3 :gold:
  • +5 :science:
  • +5 Disease
 
@Faustmouse

I think some (if not all) of your buildings should have city size requirements.

Yeah, I thought so... But I really don't like them since they are so artificial... It's like "naw... you are not allowed to build that..." *next turn grow* "Ah, ok fine, now you need it!"

As I said in the Building Thread, I'd like to change the pop requirements to something else. They are mostly annoying since you can't use your building list for conquered cities on founded cities due the size requirements.

As your Chimera Clinic, I don't like the Genesis Biology requirement. I don't even like it on my own buildings, since I think, Biopunk would include these things. I see Biopunk as a shortcut to later units and buildings, like the Dieselpunk allows the Zuse Computer. Or Clockpunk the Da Vinci Tank. These things were realised (a bit different) later, but at the Punk-time they were hightech. I'd like to go that way with Biopunk, too, if you know what I mean?
 
1. Think of the size requirements like a workforce requirement. Smaller pop cities just don't have enough people to do the basics AND those other buildings. Also many of the education buildings need higher pops so one could infer that your citizens of that city just are not educated enough to work at some off the restricted buildings.

2. Hmm. But do you think Human splicing would be at the same level of animal altering? I think there should be a little bit of space between the 2 types. Which is why I thought Genesis biology might be an appropriate tech, opposed to having to wait until Gene Enhancement on the normal tree.
 
Biopunk Computer Factory
Req Tech: Biopunk AND Genesis Biology
Obsolete Tech: None
Req Buildings: Mad Science Lab AND Factory
Req Resources: ? (Any ideas of what it should be made of?)
Cost: 3950
Req City Size: 13
Upgrades To: -
Require Electricity: Yes

Produces 1 Organic Computers

Better to call it a DNA computer factory. Organic later on.
 
@Faustmouse
Biopunk Computer Factory
Req Tech: Biopunk AND Genesis Biology
Obsolete Tech: None
Req Buildings: Mad Science Lab AND Factory
Req Resources: ? (Any ideas of what it should be made of?)

Well, nowadays you can use a system of Promotors, Isolators, repressors, etc... to create simple logic gates in cells. Cells can complete all (I think there are 16?) logic operations (AND, OR, NOR, NOT...) or even sum sth. (Not sure if this is the right term for it, I mean like 2+4, 5+1....). If you use more than one cell, they can also accomplish a few things. For example, there are E. Coli that can solve Sudokus! http://www.huffingtonpost.com/2010/11/18/e-coli-bacteria-solve-sud_n_785494.html
I think Biobricks (as proposed earlier) would be a good way to go here. And maybe Enyzmes could be a new resource.

But as I said, I don't really like the fact that Genesis Biology is a prereq for so mich Biopunk things!

Maxima said:
Better to call it a DNA computer factory.

Well, you could either use DNA or similar macro molecules to save data, or you can use a biologic system as a computer.
 
1. Think of the size requirements like a workforce requirement. Smaller pop cities just don't have enough people to do the basics AND those other buildings. Also many of the education buildings need higher pops so one could infer that your citizens of that city just are not educated enough to work at some off the restricted buildings.

2. Hmm. But do you think Human splicing would be at the same level of animal altering? I think there should be a little bit of space between the 2 types. Which is why I thought Genesis biology might be an appropriate tech, opposed to having to wait until Gene Enhancement on the normal tree.


1. Then it's time to get the Jobs and Homeless Properties in place! :crazyeye:

2. While it is a big step from altering bacterials to eucaryotic cells, and also quite a big step from mouse to human, the step from dolphin to human or ape to human or elephant to human... isn't THAT big.
Maybe I'll change the Animal Designer to only require Biopunk and the Microbiology Artist to advanced Molecular Biology and leave the rest at Genesis Biology.

3. It would be nice however, if the Biopunk stuff would be spread out on the Techtree a bit and not require nothing more or only Genesis Biology. There are some steps in between I think.

4. I think your Organic Computer Factory should be changed to a lab and later an factory. Also, it should give some :science:
 
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