Here is another recent blog of the
Timeline of future events from science fiction.
http://www.theawl.com/2012/08/a-timeline-of-future-events
"While some predictions of science fiction have come to pass, if we were to compile a calendar of future events based on speculative fiction (taking in works from both science fiction and fantasy genres), we would run some hazards—not least the natural reluctance of authors to affix specific dates to their imaginings. Think, for instance, of the novels set in the not-too-distant (Man Plus) or far, far future (Ender’s Game), or perhaps a dystopic future (Farhenheit 451, Anthem) such as, oh, after some apocalyptic event (The Last Man, Oryx and Crake), not to mention those that follow alternate time (Foundation series) and world systems (Anathem) entirely. By leaving their dates murky, writers allow their predictions the possibility of eventually coming true."
So here is another good argument for having future technology placed variably in time. It also makes for a good argument for certain technologies, like interstellar travel, artificial intelligence, alien contact, time-travel, etc. being not only optional, but being unfixed(randomly or selectively) placed in the tech trees, and have more variable development possibilities.
Imagine interstellar space travel being developed tomorrow, or sometime in the next few hundred years. Being able to pick either scenario, or be surprised by it, would make the future of C2C interesting.
I for one want to play multiple possible futures, not just the most probable one. I think that from the present onward, that multiple ways of approaching the future tech-trees should be explored, so that many futures are possible.
Variable, interesting, selectable, and surprising futures, beat one fixed future. As Strategy Only said, Let people play what they want to!
I think varied C2C gameplay: anachronistic technologies (computers developed in the 18th century - Charles Babbage - Difference Engine, or ), alternate histories (A Connecticut Yankee in King Arthur's Court -by Mark Twain), utopian and dystopian scenarios, what-if possibilities, popular and obscure science-fiction and speculative ideas and gameplay outcomes, and all sorts of randomly possible and probable gameplay should be optional and possible in the core C2C game (to keep it changing, varied, and interesting) and built on a fixed foundation of what is most probable, plausible, and historically realistic.
I recommend that C2C could start with the most likely future tech-tree; some techs do appear to directly lead to others, and then let the more uncertain or fantastic ones be surprises, options, or random possibilities based on their likeliness to happen. Simply make the more unlikely, uncertain, un-date-able (what era/time could this technology be developed in?), and fantastic techs, part of an alternate tech-tree, that can fit in simultaneously and optionally with the more plausible one.
I know development would take time, but I think
Future Variability should be a ModTeam goal.
This way people can pick and choose, and vary (intentionally, randomly, or with probability) the fun/realistic things they want to play in the future.
Having history open up to the wide possibility of the future, can make C2C having an exciting and interesting combinatorial end game (that can be different every time), instead of just a limited scripted set of goals.
Either way, there are some good ideas for techs here. And certainly things that people would want to play.
Check the link out if you are curious. I hope this leads to some discussion.
I will list the ideas in the general future thread.
http://forums.civfanatics.com/showthread.php?t=469503