Brainstorming Thread - One-Trick-Pony Techs

45°38'N-13°47'E;13652819 said:
Is axing some of them an option? I've always felt there are too many transhuman techs, especially for an era that's rarely reached by many players.

I was already thinking about cutting DNA Computing. I could make a case for keeping it alive to represent organic computers, but I am thinking that those particular types of technologies are so hard to make content for that we are probably better off sweeping them under the umbrella of Advanced Computers. I can leave Quantum Computing because that is already established.

Plastic Electronics would actually be an easy cut. All we have to do is move the Hypermarket to Megacorporations and sacrifice the +1 commerce to the Silk Farm. On a side note, I really don't like the Silk Farm as a separate improvement and the only reason I haven't brought up cutting it out is that the technology requirement for whatever improvement taps Silk resources is effectively a prerequisite for Silk Road. Unless we move that, Silk Farm has to stay.

I like Micromechanics as a technology to represent developments in Transhuman Era material science. However, I think we could salvage Micromechanics by deleting Rapid Prototyping and giving the Replicator Plant to Micromechanics. Thermobaric Tank can be deleted; it's sharing the space of the Plasma Armor as the heavy tank of the early Transhuman Era. It will mean that Modern Armor will upgrade directly to Plasma Armor, but Stealth Armor and Hover Tank can pick up the slack. It's almost like the early eras where Horse Archer is stronger than Chariot and Rider is stronger than Heavy Horseman.

So here's the summary of things we can delete:
  • Delete Rapid Prototyping, Plastic Electronics, DNA Computing techs
  • Delete Thermobaric Tank
  • Replicator Plant moves to Micromechanics
  • Hypermarket moves to Megacorporations
  • BBM moves to Artificial Evolution
 
I like the idea of DNA Computing, but if it has to be cut I don't have any real problem with it.

BBM being moved to Artificial Evolution seems alright, Biological Nukes don't come in until later but it makes sense I suppose.
 
Here is what I have wanted to do with Mesh Networks for a very long time. This is the Virtual civic. Virtual represents voting being put directly into the hands of the citizenry with computer technology. In general, Mesh Networks needs help and we need more Transhuman Civics, so I think this is worth including.

I tried for something that was balanced but it loses a lot if you play with No Revolutions and without Civic Buildings. I also want to avoid Virtual being overly powerful if achieved too early with Independence Hall. Virtual is very good for stability, giving +3 local stability, +3 national stability, +5% stability, and halved city distance instability, and also provides +20% culture, but is expensive to maintain with high upkeep (I would have gone higher if it was able), and although distance upkeep is reduced, number of cities upkeep is increased, and Virtual is also vulnerable to public opinion, with unhappiness from taxes and increased war weariness.

The other big strength is the Voting Link civic building that can give every city a Palace. This is the other big strength of Virtual, so it also requires Mesh Networks tech and a functioning Computer Network to build.

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I like both the civic and its building, but I don't think it is a very good good idea, that a mid/late renaissance wonder is giving access to a late modern and an early trans-human civic.
I think It should have a different bonus. Maybe give government civics or a free magistrate in every city.
 
The obvious answer is that no wonder would give access to Transhuman civics, assuming that's configurable.
 
...
So here's the summary of things we can delete:
  • Delete Rapid Prototyping, Plastic Electronics, DNA Computing techs
  • Delete Thermobaric Tank
  • Replicator Plant moves to Micromechanics
  • Hypermarket moves to Megacorporations
  • BBM moves to Artificial Evolution

Agree. Plenty of scope to remove some of the late-era tech's. Wholly support simplifying the late-era units also.
 
By my counting, Hydroponics is the last one-trick tech apart from Storytelling. Storytelling is going to get its second trick as part of the hunting mechanic, which is going to get its own thread because of its overall complexity.

I think the hardest thing to find for Hydroponics is something that doesn't immediately raise the question of why isn't it under Aquaculture. The two techs are near-twins, as both have only Ecology as a prerequisite and lead most immediately to Biomaterials (Hydroponics also leads to Vertical Farming later). So for example, any kind of water improvement would be better off Aquaculture.

I settled on the Gardens by the Bay as a World Wonder for Hydroponics. For effects, I'm combining a large park (+2 health, +2 happiness, +6 culture) with +1 food and commerce from all River tiles worked by the city and all Water tiles worked by the civilization. I think this is probably enough, but if it isn't, we can always add more effects. It's a lot easier to tinker once the assets (art and such) are in place.
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Just thinking that maybe Slavery civic could be enhanced with a similar mechanic as the coming hunting:
When running Slavery civic one could capture Slaves as units by defeating enemy military units (other then war machines that can be captured anyway). The captured Slave units could hurry :food: and :hammers: in your cities.
Even more: When capturing cities one could chose to enslave its citizens, thus converting some of its population into slaves.
I can even imagine the cut of the Slave specialist if needed. In such a case Slave market could be a requirement of training slaves (train with :food:).
 
@Sogroon: I really like where this is going. Also sounds rather AI-friendly (and fun in general). "Evil" civics need to be powerful/have some nice special perks; yet despised/hated by more "civilized" nations.
 
That Slavery thing sounds really good. IIRC Civ3 also had some units (Aztecs?) able to capture slaves after defeating an enemy.
Coding-wise I suppose the "capture slaves" part could use the same code as the "War Prizes" BUG option that allows to occasionally capture enemy ships?
 
I wonder if you are still looking for transhuman civic ideas, so...

Yesterday I just saw the movie: The Giver and it gave me the idea of a society civic:

Engineered Society (may need a better name)
Your society is engineered biologists, doctors and psychists. Each individual is carefully examined when born and only the (physically and mentally) healthy babies are kept. Anger, greed, hatred and all other emotions are suppressed by use of drugs. Citizens are chosen by their overseers for their jobs. The result is a society that almost competently lacks criminals and rebellious elements.
  • +20%:hammers: in all cities
  • -20%:culture: and :gp: (for the lack of individualism)
  • greatly decreased rebelliousness
  • -50% military production (lack of aggressive elements)
  • +1:health:
  • cities require +20% more :food: to grow
Civic building: Injection center
  • No :mad: in city
  • +1:health:
  • +2 free specialists

I wonder if the bonuses above would be enough for a trans-human civic :mischief:
 
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