C2C - Galactic Era

Well anything for within your solar system would not be shown (turns it takes to reach another map). Its only when you explore the galaxy would you need to worry about those. And I assume you would not be using Solid Rocket to do that unless we send out deep space probes. Which we could do and it would make sense.

EDIT:

VASIMR could get you to another star but VERY slow. You would not be exploring the galaxy with this.

Nuclear Pulse Propulsion would allow faster trade but like it was said before it would kill any passengers and thus have to be an automated trade vessel.
 
Now the question is - how to port their velocities into tiles per turn.

I was thinking of having Solid Rocket doing 1 tile per 5 turns, LR at 1ti/3tu, IT at 1ti/2tu, VASIMR at 1ti/tu, NPP @ 2ti/tu, ACNPP @ 3ti/tu, AR @ 4ti/tu, FS @ 20ti/tu and finally SC @ 40ti/turn.

As NOP and WT go hand-in-hand, WT would cause units with the NOP promotion to be able to enter wormholes and pop out at its other end.

If I remember correctly Civ IV does not support movement costs of less than one turn per plot and treats such values as 1 turn per plot.
 
If I remember correctly Civ IV does not support movement costs of less than one turn per plot and treats such values as 1 turn per plot.

Like I said anything below VASIMR we would not allow on the Galactic map. VASIMR ships being 1 tile per turn. With the Unit Supply Lines we could limit how far you could colonize from Earth.
 
If I remember correctly Civ IV does not support movement costs of less than one turn per plot and treats such values as 1 turn per plot.

Wouldn't be hard to add a mechanic to side-step this. For example - add a concept of moving consuming some property (energy??), which is a property on a unit, and (by way of example) has a constant per-turn source for that unit type. Movement (of a single tile, which is the unit's 'normal' movement) would only be possible if it had enough energy - the source could be tuned so that that was once per 5 turns or whatever. This mechanic also allows for things like attachable energy boosters (promotion), external refueling (property source on another unit that is shared within the tile, or a building [could provide energy for several moves maybe]), etc....
 
I like your thinking Koshling, I could see that used on non-space units too.

An 'energy' property generally could be used in all sorts of ways (rechargable defensive shields, energy-consuming weapons, ...)
 
An 'energy' property generally could be used in all sorts of ways (rechargable defensive shields, energy-consuming weapons, ...)

IIRC in the Post-Apocalypse mod "Fury Road" they had something similar where Trucks used up gas the more they moved. And you could even get promotions to increase your gas tank.
 
IIRC in the Post-Apocalypse mod "Fury Road" they had something similar where Trucks used up gas the more they moved. And you could even get promotions to increase your gas tank.

Cool. The generic property system gives us a nice basis for this sort of thing though - we automatically get the ability to manipukate the property in a variety of ways (on buildings, unites, etc.) without having to write any code except to hook the eventual property value to its desired effect (required to move in this case), and any AI needed.
 
Cool. The generic property system gives us a nice basis for this sort of thing though - we automatically get the ability to manipukate the property in a variety of ways (on buildings, unites, etc.) without having to write any code except to hook the eventual property value to its desired effect (required to move in this case), and any AI needed.

cool. what about ammunition property(to gunners and archers)
 
Quill18 had some good Let's Play videos for ...
Endless Space and Star Ruler
Which look like they could be used for inspiration. then of couse there are his videos for ...
Master of Orion 2 AND Galactic Civilizations 2
Which are awesome too.

I loved playing Moo2 and Galciv 2, but not as much as C2C! Haven't checked out the other two. Hope they are mined for good ideas!

Also,


Here is a relevant TED video on the galactic era of humanity.
It starts off with the discussion of that future as an era,

Curt Stager gives an insightful speech on the next 100,000 years of life on Earth. He talks about the environmental changes past and present and the effects mankind has had and will have on the future of the earth.

http://www.youtube.com/watch?feature=player_embedded&v=1w3gpuYxEq0
 
I loved playing Moo2 and Galciv 2, but not as much as C2C.

Here is a relevant TED video on the galactic era.
It starts off with the discussion of future as an era,

Curt Stager gives an insightful speech on the next 100,000 years of life on Earth. He talks about the environmental changes past and present and the effects mankind has had and will have on the future of the earth.

http://www.youtube.com/watch?feature=player_embedded&v=1w3gpuYxEq0

Watching it even thou the first part of the era im finished with
 
I loved playing Moo2 and Galciv 2, but not as much as C2C.

Here is a relevant TED video on the galactic era.
It starts off with the discussion of future as an era,

Curt Stager gives an insightful speech on the next 100,000 years of life on Earth. He talks about the environmental changes past and present and the effects mankind has had and will have on the future of the earth.

http://www.youtube.com/watch?feature=player_embedded&v=1w3gpuYxEq0

Watching it even thou the first part of the era im finished with
 
It can always be tweaked, later on, to make it better; as you wish of course.
I bet there is a lot of other good content out there.

Your additions are quite excellent btw! I really like your point of view.
 
Im new to the modding community and want to help mod c2c in any way I can. So if you need any help just ask:)

Hi! Welcome to the forum and Caveman2Cosmos. Well feel free to look at the threads and if u have any interesting ideas let us know!
 
just a reminder.. Like a fly against a wind..you must travel almost a million miles an hour ,(447.04 kms / second ) to exit the heliosphere and go against the intersollar solar winds.
After you cross the Heliosphere..you are in Interstellar Space.
Insterstellar Era = prewormhole
Galactic Era = wormholes
voyager%20bow%20shock.jpg



Populsion methods above 447.04 kms / second are interstellar, less are solar era..
 
@MrAzure


That works well with the 2 types of space terrains, "Space" and "Deep Space". "Space" is only on the Solar System map and is analogous to the "coast" terrain. While the "Deep Space" terrain is only on the Galactic Map and is analogous to "ocean" terrain.

Some spaceships can only travel within the Solar System such as the solar sail craft. While other craft like the higher velocity spacecrafts would move much too fast to travel in the solar system. Not to mention any wormhole craft would have to be at wormholes, which only occur on the galactic map.
 
just a reminder.. Like a fly against a wind..you must travel almost a million miles an hour ,(447.04 kms / second ) to exit the heliosphere and go against the intersollar solar winds.
After you cross the Heliosphere..you are in Interstellar Space.
Insterstellar Era = prewormhole
Galactic Era = wormholes
voyager%20bow%20shock.jpg



Populsion methods above 447.04 kms / second are interstellar, less are solar era..
I am pretty sure that is incorrect. You need a certain amount of speed to escape the gravity field of the sun, but that has little to do with the interstellar winds. It is VERY empty out there and the "winds" don't apply a lot of impulse on you.
Nonetheless I'd not call 447 km/s a useful speed in interstellar space as even the closest suns are lightyears away. With that kind of speed you would need millenia to reach even Alpha Centauri.
For interstellar travel you need to reach at least 20 times that speed, something a project Orion type thermonuclear starship could get to, but even then it is more than a live time to get there.
 
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