C2C - Transhuman Era

okay let me explain..
1. Artemis = Moon. Anything Artemis means moon. I used Artemis to distinguish the view that Luna is a brren moon. Artemis is the new name for the moon after its been colonized..[rename it to Lunar right?}

Anchor Seed

An anchor seed is a seed type used by various gengineered and neogened aquatic plants to take root and grow in deep water environments.

When dropped into an aquatic environment, the seed bodies sink to a designated depth, open, and release clusters of novitiate leaves buoyed by gas-bladders. Each leaf cluster remains attached to the seed body by a silken, vascular filament many meters in length, which uncoils out of the seed body as it descends into the depths.

Novitiate leaves and vascular filaments are protected from grazing by repellent or poisonous compounds within their tissues. Nematocytes are present on the leaves of some clades.


Ghost Interface
Device in which the computer holographically projects an interface screen in some area near the user. The screen can be "touch" sensitive, with the computer monitoring phalangial position in relation to the projected image, or view-screen and "keyboard" can be separate projections. Ghost interfaces are usually activated either by a command word or easy hand gesture.

At its inception the ghost interface was a bit difficult for many typists and data entry personnel to get used to at first due to the fact that there was no tactile resistance as a normal, solid-state keyboard or touch-screen would have.

The computational, projecting, and sensing elements were usually contained in a small hand-sized housing stored somewhere exposed on the user's body. In rarer cases these elements were incorporated into a larger vehicle or institutional computer system, although in these cases the advantages of using good VR interfacing usually superseded those of a ghost interface.

Akilaspek Plants
Akilaspek are a clade of neogenetic arboreal organisms. Structurally, they resemble Terran banyan trees, starting as a single-trunked organism, which continues to propagate itself outwards by supporting its expanding canopy with adventitious prop roots (epi-trunks). Theoretically, akilaspek can continue to grow outwards indefinitely. The largest yet, The Great Akilaspek on the suprastellar habitat Irethrocomi, covers an area of 1,234,839,507 square kilometers, as of Mendel 28 10,600.

Some akilaspek sub-clades can grow to a height of approximately five kilometers in a one gee Gaian environment. Their limiting factor is the height of the highest rainclouds. They cannot transport water more than approximately one hundred meters above their highest reservoirs via passive transpiration. Instead of taking up water through their roots like Terran trees, akilaspek gather water with their specialized leaves. Akilaspek leaves are circular, hydrophobic (see lotus effect) and slightly inward sloping. Leaf-stems project to the middle of the top surface of the leaf, and have a single duct which accepts the funneled rain into the tree. A fractal aqueduct network exists between the leaves and roots. Water is stored in reservoir cavities throughout the limbs, primary and epi-trunks.

In tropical environments, akilaspek do not utilize most of the water they collect. It is released in various aesthetic ways, such as babbling streams which meander down channels in the top sides of branches, waterfalls, misting pores, which utilize the force of gravity to atomize water, springs and fountains. Depressions in branches form small lakes, supporting diverse life.

Akilaspek biochemical needs are restricted to CHON chemistry, unless they are producing edible structures ("fruit"), or specialized structures which require other elements. Akilaspek fix their own nitrogen from the atmosphere, and collect the other three elements from atmospheric carbon dioxide and water. Other elements are gathered from the soil by the roots, and are transported by internally ciliated tubules--the ciliotubule system--through the plant.

Astragen Plants
Nonsentient lifeforms, plant- or fungal-based, neogen, or xenobiont organisms which have evolved or been designed to survive in space at a given orbital zone and radiation level.

Designed examples include Dyson Trees, AmatFruit, GreenBubbles, OxyFruit, HydroFruit, and LifeFruit. Term derived from 'astra' (star) and 'genus' (life form). Xenobiont astragens include the various species of space amoeba, which may themselves have been designed or modified by ancient and/or extinct xenosophonts.
 
Actualys Drugs
Drugs that The dissolution of reality caused by inability to distinguish virtual from real. Usually caused by heavy use of virches, augmented reality, drugs or nanoprojections.

Affine Biochemistry
http://www.orionsarm.com/xcms.php?r=oaeg-view-article&egart_uid=47e8655695e25

Cyrano mod
With the advent of sensory enhancements that enable sophonts to gauge one another's' moods based on the detection of changing physiological characteristics, the art of negotiating was made much easier. The problem persists, however, that, even if you know that what you're saying is upsetting the party you're trying to sweet-talk, you may not know what to say to set them at ease. While you may now know when to say the right thing, you still don't know what the right thing to say really is.

Enter the Cyrano Mod -- a self-contained memetic-processing suite that monitors the conversation and analyzes the data being fed to it by physiological sensors with the purpose of suggesting dialogue that might favorably promote the user's desired outcome. Like other "thinking" modules that supplement the user's native "processing" capabilities -- be those rooted in neurobiology or artificial computronium -- the Cyrano Mod can be worn as an accessory and tied into the user's processing network via noninvasive interfaces, or it can be installed directly in the user's system.

The Cyrano Mod itself is not a complete thinking entity. It has one job, which it usually performs well. Its intelligence is woefully inadequate for tackling problems outside of its area of "expertise," however. The culmination of its deficiencies for the potential user is mainly that its output is only as good as the input you give it, and it is incapable of determining when it is out of its element.

Thus, if a Cyrano Mod is fed incorrect signals from a physiological sensor suite, or if its language module is out of date and mismatched to the setting in which it is used, it may produce some very bizarre and inappropriate results. It is of the utmost importance to make absolutely certain that the interface between the Cyrano Mod and its sensors is sound.

Drugware
Virtual drugs (known colloquially as 'Drugware', 'Happy Code', 'Highnary', and 'E-gasm') are software constructs that can be uploaded by the user through their direct neural interface implants. Once uploaded, the drugs usually operate either by interfering with the users onboard computational and sensory enhancements or their artificial immune system. This interference is tailored to produce pleasurable feelings of relaxation, disorientation, hallucinations, and occasionally endorphin or adrenalin releases. One such software-construct which was developed in the early days of virtual sensory stimulation is Virtuhol, a simulation of the experience of alcohol intoxication, which can be be followed by a virtual hangover if desired.

In their more advanced or expensive forms, virtual drugs may require the user to add additional interface or bio-sensory packages to their normal bio-cybernetic enhancement systems. This is intended to provide the user with even greater pleasure and experience when under the influence of the drug.

Of course for a virtual entity all drug use, and in fact all natural mood-altering effects normally produced by endocrine secretions (such as the 'adrenaline rush') are produced by virtual simulation of those sensations. Software constructs of this kind are frequently used by cyborgs and vecs to emulate the effects of endocrine secretions, hormones and hedonistic drug use when required.

The use of virtual drugs offers a number of dangers, primarily because in order to access and use them a sophont must disable the protective systems designed specifically to prevent the very effects the virtual drugs offer. It is not uncommon for habitual users of the most powerful drugware to so overtax their biological systems as to result in reduced function or even system failure.

In addition, by disabling their personal software defenses and immune system controllers, the user runs the risk of entry by hostile virusware or even parasitical a-life or AI entities that might attempt to take over the users mind or body. In extreme cases, such entities may present themselves as drugware in their own right, tricking the user into providing ready access to a hostile codeform intent on wiping their mind and taking over their body, or perverting their biosystems in bizarre and often painful ways in pursuit of some alien and ahuman aesthetic that defies modosophont comprehension.
 
@MrAzure

After reading those wiki pages, I must say that I still stand by what I said - with a little better understanding at what you're getting at, but I still stand by what I said.

Affective Computing (as it's called on the wiki) is more of an ongoing study, not really a technology.
Evolutionary Algorithms is really just a double of machine learning - perhaps you should rename machine learning to Adaptive Computing. Coincidentally, Adaptive Computing would also incorporate the byproduct of Affective Computing.

Theoretical Physics, although a legitimate study, (and after seeing Vokarya wanting it's name changed) could probably be renamed to Imaginary Physics; Saying something is imaginary means otherworldly; not something common and not something that's (usually) made-up.

Aerodynamic Antigrav (misspelled on your sheet there) looks more like two different techs just mashed together. It should most likely just be deleted and anything in it moved to require the two other separate techs.

Oort Cloud Probes should be deleted and turned into a team project.

Chameleon Suit should be an infantry promo instead of a tech - it's basically just metamaterials and wearable electronics mashed into one.

Affinitybond Slavery sounds more like a slave trade company than a tech...

Liquid Metals would never come to fruition due to health violations (it's the reason mercury was banned from direct contact). As a general rule of chemistry, if it's a liquid state, then there WILL be floating particles and due to politics and bureaucracies, such a technology would be shunned like the plague.

I agree with all this. especially things like the Chameleon Suit and Oort Cloud Probes comments.

Infact most of your Homo ____ tech should be removed. They are better off being Culture Wonders, not techs.
 
Camel Domestication was needed for Salt Processing since it took camels to bring out the salt from the salt flats. Other animals like horses and donkeys were either too small or not use to the extreme heat. Camels ended up being the best caravan animals for the job.

Not in Europe where they just mined it. Nor in hot climes where they just went down to the sea to collect it. The link to camels is very tenuous at best.

<rant on>
Spoiler :
The other main problem with camels, which I never seem to get because I seem to have arctic or antarctic starts, is that I must domesticate them to progress down the tech tree. Same goes for elephants and horses. Where is the "what if" in it? Why must I domesticate all three to gt anywhere why not just one? In fact having them as OR would use the Civ IV teching engine better because it makes sense that you would get some of the techs faster if you had domesticated both horses and elephants.
<rant off> because I know you will not change this.
 
Technoanimism
To a technoanimist, the default assumption is that every item and environment has an indwelling or governing spirit/intelligence. The environment of a typical sophont at this technology level includes so many sentient, sophont, or pseudosentient entities that most objects are most profitably dealt with as if they were alive and even conscious or self conscious -- which in fact they may be. This is not necessarily a formal belief system, though it may be; it is more a useful habit of mind. Technoanimism is reminiscent of beliefs and attitudes that most human baselines had before well into the Agricultural Age, but it is a highly adaptive behaviour in the typical modern context. A person with a technoanimist attitude and a high degree of skill and understanding in dealing with the modern environment may be referred to as a technoshaman.

Adumbran clouds

Adumbrans (sometimes known as Cloud-Vecs) are the sophont descendants of robot clouds formed out of utility fog that were originally created during the First Federation period to act as a means of weather control and atmospheric regulation. Originally mere non-sophont devices, the complexities of the weather and its chaotic nature, as well as the necessity to deal with the unexpected and natural disasters, and the effects of the Adumbrans themselves on the atmosphere, forced upgrades of the original designs. This first gave them idiot savant levels of cognition where atmospheric physics was concerned, and then later upgraded them to full sophoncy. In most types of Adumbran they still retain a level of cognition relating to atmospheric physics and management over and above their intelligence in other areas.

As utility fog, the Adumbrans are very large and light, with a sufficiently low density that they float in the air. They drift with the wind and have a shape that shifts and flows with it. By controlling their surface configuration, they can create or remove nucleation centres and so control the condensation of water into clouds. They can control their albedo to regulate temperature, as well as store and re-radiate heat as required. By controlling their shape and creating barriers and channels for air flow, they can regulate air flow and control their movement through the air; although they normally drift with the wind they can move against it if they need to, using their foglets as motors. Controlling their density (how closely packed their foglets are) and using stored heat also allows them to control their altitude. Many Adumbrans can also remove pollutants of various kinds from the air, concentrating them until they can be safely disposed of. They are mainly powered by solar energy, but can also extract energy from the air that passes through them if that is what is required at a given moment, and from atmospheric thermal and electrical gradients.

The smallest Adumbrans are hundreds of metres across, and individually influence the weather only in an area somewhat bigger than themselves; these are sometime employed to protect individual facilities on a planetary surface. The largest form a single entity extending throughout and thus influencing an entire planetary atmosphere. They can all pack down into much smaller and denser forms if necessary, such as for transport to other locations. All Adumbrans are hard to damage or dissipate, by their very nature, and their foglets are designed to be resistant to hostile atmospheric phenomena such as lightning.

In terms of senses, Adumbrans have extraordinarily acute vision and hearing, their widely spread foglet units giving them eyes and ears as large as they are with sensitivity into the infra-red and ultraviolet. From the air passing around and through them they can feel atmospheric pressure, temperature, composition and wind speed and direction. Most Adumbrans communicate via subtle variations in their surface reflectivity (albedo), though some types use laser emitters in their foglets to talk to one another. Some have radio communications abilities, although this requires the Adumbran to have thread antennae longer then their foglets running through them.

Cybercosm

Name given to the sum total of all the various simulations, emulations and VR environments in existence across the Known Net at any given time.

Some of the oldest Inner Sphere VR creations (known as The Realities) have been in continuous operation for over 9000 years and claim to match or even exceed the complexity and scope of the 'real' universe. It is not at all unusual for entire planetary or solar civilizations to choose to emigrate to the Cybercosm or one of its Realities. The current immigration rate has held steady at 100-200 billion beings/year for the last several centuries.

As of the last census, it is estimated that the Cybercosm contains the equivalent of 1020 'universes' with some 1010 equaling the modosophont sensory fidelity of the 'realized' world and some 106 exceeding it. Cosms which appear to be more complex than the real universe are modelled using 'point of view' technology; the virtual universe is simulated to appear complex from the point of view of the observer, but most of the cosm exists only in low-resolution form.

The extensive simulated universes maintained by the Solipsist Panvirtuality are not included in the Cybercosm list, as very few of the Panvirtuality worlds allow outsiders to enter within, so almost nothing is known about them for certain.
 
Narco Symboints

Any small gengineered (or occasionally natural or traditionally bred) life form, originally often based off the Terragen medicinal leech Hirudo medicinalis, which affixes itself to a (usually willing) subject's body, typically on the neck where the carotid artery is, and supplies the subject with small, regular amounts of endorphins or some other pleasure-inducing substance while feeding off small amounts of the subject's blood. Illegal in many polities, due to extremely high propensity for addiction, highly popular and occasionally given as gifts (between lovers, or occasionally by parents to eir children at eir coming of age) in others. Numerous religious sects and other groups make use of NarSyms and extol the use of such.

Rumors abound of specially tweaked NarSyms who dispense transcendence drugs in place of, or in addition to, regular narcotics. At the time of this writing, no confirmation or hard data on any such varieties was available.

Many Erotogini incorporate NarSym genes into eir own genomes, to add a little something extra to the Erotogini's already formidable ability to bring pleasure to other sophonts.

Angelnet
An angelnet is any all-pervasive distributed processing supervision and safety infrastructure. Angelnets are found on many developed worlds and megastructures, and in many smaller habs of all kinds in polities throughout Terragen space. They protect sapient populations or important local subsystems and other valued beings or objects by eliminating both accidents and deliberate attacks. The archetypical angelnet is designed and operated by a transapient intellect, and consists of ubiquitous utility fog plus the region's machines and bots. Less pervasive or less sophisticated angelnets are also widely used.

Within its own sphere of influence, such an angelnet has seemingly supernatural powers to observe, predict and intervene in pursuit of its designer's goals. While this is the most powerful application, any dense and highly networked system of technology, even one employing only middletech and designed by ordinary sophonts, can have a similar though lesser effect. Angelnetting is more a concept than any one particular implementation. Secondary functionality of angelnets varies widely, but includes distributed processing capabilities, networking, weather control, paraterraforming, conservation and recycling, nanotopia infrastructure, mechosystems, Known Net relaying, virchworlds and virch-rl interfacing, cliology, environmental protocols, and scanning of underground and above ground features and structures. All of the major modern archailect-ruled worlds and capitals are heavily angelnetted.

Although the first crude utility fog based angelnets date back to the First Federation period, transapient angelnetting as experienced by most modern sapient beings only became common with the extensive intertoposophic infrastructures that arose with the Sephirotic hyperpolities and their guiding archailects. Their appearance revolutionized life in the developed regions by conferring freedom from injury and nearly complete protection from crimes or accidents. They were also integrally linked with nanotopia infrastructure on the one hand and higher transapient and archailect distributing processing on the other, enabling "the gods" to be intimately present in all aspects of the life of the sophonts under their care.

For most sapient beings, angelnets are welcome because they remove all worry and anxiety with regard to physical want or safety without restricting free will, and at the same time provide vast resources and options. This promise of comfort and security together with personal power and autonomy is one reason for the popularity of life in the Sephirotic nanotopias, as opposed to the more precarious existence of The Wilds and feral regions. A complete transapient-designed angelnet has a 0.0 level hazard rating within its sphere of influence and within the toposophic parameters of its operator.

Derrida ISO
To prevent lag in computronium caused by upload overpopulation in an ISO, some few ISOs have taken to 'Derridaism', which is Named after the Old Earth French late Industrial Age philosopher Jacques Derrida. The basic concept is to take the population's personality types and break them down into their smallest cogent fractions - e.g., a love for baseball, a memory of breeze in your hair, etc. These fractions are then assigned a weight depending on how common they are across the population's experience base.

The ISO saves a large amount of processing power and the population's experiences are maintained, at the (they consider) small cost of individual personalities.

There are also semi-Derrida ISOs, which allow the creation of a meta-personality by individual personalities merging into the core meta-personality via the above method. There are even a few quasi-Derrida ISOs which allow both merging and separation from the core meta-personality, but these are quite rare. (who wants to loose a portion of their personality? And the meta-personality quickly tends to gain control of the ISO...)
 
Earth cliology
AI-based nanosurveillance, which became the basis of an exact historical record-taking, and later of simulation of conditions for which there were not any direct records.

Cliology is the study of history taken to the next level. With the coming of nanotechnology, it became possible for the first time to truly monitor an entire populace and to store all the data gathered permanently. Public reaction and fears kept this from coming to pass, until the nanoswarms came. Constant surveillance was necessary to survive in the space colonies, where a tiny leak or nanotech outbreak could spell disaster. Even after the crisis passed, the fear remained and no one ever really disbanded the constant surveillance, which humanity carried with it throughout the First Federation Era and eventually to the stars.

With the coming of transapient AIs, it became possible to correlate all that stored data and to analyze it for trends, and cliology was born. Whereas history derives social trends and events from primary source documents and such things as diaries, cliology has a record of every single interaction that ever took place and can therefore make incredibly detailed reconstructions of events. The records do not always exist--many primitive worlds lost the technology, some religions such as the Universal Church disapprove of it, and it is not possible to surveil the higher order AIs. All the same, cliology has transformed how people view their pasts.

Bacca
Family of crops derived from the tobacco plant through gengineering during the interplanetary era and later. Designed for use in space hydroponics, different strains produce livestock feed, vegetables, drugs and decorative flowers. Especially common is Qianxuesen, a bacca vegetable eaten by terragen bionts boiled or mashed.

Nanoseed
Nanotech "seed", a self-contained and sealed capsule containing assemblers and replicators either pre-programmed with templates or instructed from an external source. The seed is "planted" on a substrate, and activated with energy or a nutrient spray. It then grows into the desired product, using locally acquired resources and ambient energy (e.g. sunlight) or - in the case of some large nanoseeds, a small amat battery.

Luminare Lighting
There are many ways a space habitat can be provided with interior lighting; Bernal spheres, O'Neill cylinders and Stanford tori typically use mirrors and windows to bring sunlight in from the outside while Bishop rings and McKendree cylinders will often use central illuminators or luminaires, located on their axis. An alternative method is to decentralize the lighting system. The aforementioned McKendree cylinders for example are often built with multiple levels and only the innermost level could possibly receive light from an axis mounted light source. To provide lighting for each additional level illuminators have to be placed between the levels. This usually means the lights for one level are mounted on the underside of the level above it, its ceiling. Other examples are the Eder worlds, where the living space is under a thick capping layer, and the supramundane shells, which may enclose their star system's primary energy source, the sun itself. These alternate lighting systems don't have to be in any way complex and can be as simple as a series of flood lamps placed on top of towers all around the landscape. However the focus of the discussion is a type of mobile, free-flying illuminator called a suncloud. Actually sunclouds are a class of lighting systems; there are many different types of sunclouds as there are many different technologies that can be applied to create one. Sunclouds can be passive or active, single function or multipurpose, dumb matter or sentient.

One of the simplest suncloud types is little more than a large mass of aerogel, aka frozen smoke. With the internal voids filled with a lighter-than-air gas an aerogel suncloud can remain airborne for months at a time. The aerogel may lose some of its gas over this time but when it is manufactured it is usually also given a quantity of water as ballast, which it sheds as rain over the same period. In such a system concealed light projectors illuminate the sunclouds from below and it is the reflected light that illuminates the habitat's landscape. Given irregular shapes and set to tumble in flight these aerogel sunclouds appear to change shape just as real clouds do because the angle of view is always changing for anyone who cares to watch, and as a habitat will typically have a swarm of aerogel sunclouds in its lighting system it is unlikely a viewer will see the same cloud for a day or more. In larger habitats there may also be an additional effect concealing the artificial nature of these sunclouds - real clouds. At the opposite end of the range a suncloud can be an environmental vec.

Adumbrans are well suited for work as sunclouds, although the intelligence of an Adumbran is not necessarily needed for this job alone. In this utility fog suncloud the extra energy needed for its illumination duties also comes from a remote location. When a habitat uses this type of suncloud it typically has a number of low-powered masers hidden throughout its interior as a broadcast-power system. A suncloud will receive a maser beam and convert it into electrical energy, energy its foglets will use to emit light during the daytime hours or collect water vapour during the night time hours for periodic rain events. On the other-hand, sunclouds made of foglets can also actively fly to a recharging station as their storage cells become depleted. However storage capacity is limited so such recharging stations are typically placed near the sunclouds' normal operational area, and at altitude. For this reason habitats with end caps, sidewalls and rims close at hand (such as Bernal spheres, short O'Neill cylinders, Stanford tori and Bishop rings) are the best location for sunclouds which use recharging stations, while broadcast-power is the favoured system in longer habitats where end caps are too remote for quick and frequent recharging.

Of course it is not necessary for power to be supplied in this way. In larger habitats the sunclouds can also be larger and larger sunclouds can enclose buoyancy aids that may give it enough extra lift that they can carry their own power source. Again, one of the simplest sunclouds of this type is the aerogel mass. By fitting a suncloud of this type with large hydrogen filled voids and lightweight fuel cells it can burn-off the hydrogen during the day to provide light and rainwater but must land each night to get a refill of hydrogen. A large habitat with such a simple system has to employ a workforce of refuelers to hunt these clouds down, a job that requires long hours of working in the dark. This is often a difficult and unrewarding duty but higher tech levels are needed for a system with a longer-term power supply. However in particularly small habitats (Bernal spheres, small O'Neill cylinders and Stanford tori) an even simpler type of suncloud can be used. In such habitats, where the distance to the axis or some kind of overhead structure are very short, the sunclouds can be heavier than air and tethered from above. Moved about on an overhead track or gantry/crane system and powered through their tethers they require very little to maintain.

It is also not necessary for the lighting effects of these illuminators to be direct. While the visual impact of softly glowing clouds has proven to be acceptable to most bionts of terragen origin some have found it unsettling. However, if the habitat has a roof of some kind, backlighting can be provided. Stanford tori, multilevel McKendree cylinders, worldroofed moons, Eders and airwalled Ribbonworlds all have a ceiling over at least part of their living spaces and a suncloud can project its light upwards and on to this structure. This creates a visual effect that's closer to what is found on an open planetary surface.
 
Affinitybond Salvery
-Affinitybond Slavery?
u got that from orion arm right? ( U MENTIONed that site alot)

Quote:
A shared empathetic and technotelepathic connection between two or more entities.

This may be two or more sentients of equal intelligence and control, or a higher ("master") and lower ("slave") level consciousness. e.g. a near-baseline or bioborg may be affinity-bonded ("master") with an animal, neogen, bot, or remote ("slave"). Or - in the case of some forms of aicratic priesthood, the same sentient may be a "slave" affinity-bonded to an SI:1 or above ("master"). Often a very close emotional link develops between afinitybonded sentients, and there are frequent reports of to flashes of genuine (non-techno-mediated) telepathy, siddhis, and so on, although never consistently enough to be replicated under scientific conditions.

Diamondoid


Diamond-like; chemical structures or systems (especially nanomachines as envisioned originally by Eric K. Drexler) based on diamond derivatives and/or stiff carbon bonds.

Diamondoid materials are extensively used for building purposes, as they are strong under tension, and under compression; pure diamond itself is brittle, but aggregate materials are both stronger and more flexible.

Examples of diamondoid include pure diamond (in particular nanoassembled perfect crystalline diamond), Adamant, graphene, carbon nanotubes, aggregated carbon nanorods, pandifico and diamondoid computronium.

Many drytech devices are constructed of diamondoid components, including devices down to the nanoscale level. Some computing devices (such as rod-logic computers) are largely constructed of diamondoid. The so-called Diamond Network AI entities are so-named because many or most of the early individuals in that empire used diamondoid computronium almost exclusively; today this is no longer the case, but the name is retained for historical reasons.

Gtech Ethnobotany
Ethnobotany - Text by M. Alan Kazlev
Study of how gentically enginnered plants are used in various cultures.
 
Antigrav Vehicles
Max speed of 700 mph
only avaliable on magnetic tracks
Stationary..cannot move side to side (like a train), no control on turning..you have to shut off the electromagnet
Powered by Shockwave Engine


Aerodynamik Antigrav Vehicles
Max speeds of 1500 mph on Track
max speed of 400 mph on stratorhighways
Banned on skyroads
You can control it like a normal vehicle..AI perfered
First to be used in Antigrav Racing Leagues
Powered by Gravtronics and Optronics Polpusion

Adceleravi Antigrav Vehicles
Max speed of 3000 Mph on Track
max speed of 1200 on Exohighways
Banned on skyroads and stratoroads
Can exist exosphere
Powered by Optronic Propulsion
First to be used in Asteroid Extraction, perffered for moon trading, [they can land easily]

Skyroads
lowest level of aerial traffic, toposhere, max speed allowed is 540 mph.

Stratohighways
second level of aerial traffic, max speed allowed 1200 mph

Exoshighways
highest level of Earth aerial traffic, max speed allowed is 2500 mph

Miltary Hyperspace Lane
restricted aerial traffic in tthe mesosphere..max speed is beleved to be 5000 mph.

Commercial Airline Lane
located in lower Thermosphere
 
Astragen Plants
Nonsentient lifeforms, plant- or fungal-based, neogen, or xenobiont organisms which have evolved or been designed to survive in space at a given orbital zone and radiation level.

Designed examples include Dyson Trees, AmatFruit, GreenBubbles, OxyFruit, HydroFruit, and LifeFruit. Term derived from 'astra' (star) and 'genus' (life form). Xenobiont astragens include the various species of space amoeba, which may themselves have been designed or modified by ancient and/or extinct xenosophonts.

It probably should be called "Astragen Flora" if it includes fungi or other non-Plantae Kingdom species.
 
... Optronics is not a propulsion, it is a form of photon-based machinery just like how electrons are used in modern machines...

Your antigrav speeds are rather ridiculous. Due to aerial friction on matter, mach 3 (2100 mph) is the terminal velocity for anything as high up as the stratosphere that isn't military-grade machinery. Let's change these numbers a little to fit in a little better: Antigrav1 max speed 500mph (cruising speed for jet planes). Antigrav2 max speed 800mph (faster than mach 1 and would shred anything at sea level due to friction from the air). Antigrav3 I think should be tossed for a more interplanetary-friendly tech (For example Forcive Converters). I'll put the tech here that I posted on the future techs thread.

-Forcive Converters
-- Used in ships in the mid-galactic era, this technology allows the cabin of a ship to counter artificial cabin gravity created by ship acceleration by converting the centrifugal force into kinetic force in the opposite direction. However, this will require all onboard participants to be temporarily locked in stasis to prevent permanent loss of balance. As a result, this will allow living beings to be physically inside a ship that accelerates at rates deemed too extreme for a living body. Forcive Converters can also be applied in the opposite direction, turning kinetic energy into centrifugal force, allowing for free-roaming, particle-free propulsion. However due to the speed of spontaneous magnetic connectivity, this form of propulsion is very slow yet powerful. It is used more for levitation purposes than as a transportation driver. As such, it would be easier to use the Forcive Converter alongside other propulsions for multi-tasking and efficiency.
 
Oh my goodness, what a hornet's nest I have stirred up! I'll try to respond to everyone, but that's a tall order.

DH said: Technologies are a technique or idea not a tool or minor change to a tool. This is a problem we have had in all eras and gets lots of discussion.

That is the best phrasing of what a tech in civ is that I have heard. I think it should be the golden rule in determining what stays and goes. This is however the largest debate I've seen in recent memory about anything in C2C.

I am not suggesting they be simplified and never have. I am saying why are they prerequsites for tech that don't need them eg Salt working or what ever it is called.

Oops, sorry for misquoting you.

@MrAzure

After reading those wiki pages, I must say that I still stand by what I said - with a little better understanding at what you're getting at, but I still stand by what I said.

Affective Computing (as it's called on the wiki) is more of an ongoing study, not really a technology.
Evolutionary Algorithms is really just a double of machine learning - perhaps you should rename machine learning to Adaptive Computing. Coincidentally, Adaptive Computing would also incorporate the byproduct of Affective Computing.

Theoretical Physics, although a legitimate study, (and after seeing Vokarya wanting it's name changed) could probably be renamed to Imaginary Physics; Saying something is imaginary means otherworldly; not something common and not something that's (usually) made-up.

Aerodynamic Antigrav (misspelled on your sheet there) looks more like two different techs just mashed together. It should most likely just be deleted and anything in it moved to require the two other separate techs.

Oort Cloud Probes should be deleted and turned into a team project.

Chameleon Suit should be an infantry promo instead of a tech - it's basically just metamaterials and wearable electronics mashed into one.

Affinitybond Slavery sounds more like a slave trade company than a tech...

Liquid Metals would never come to fruition due to health violations (it's the reason mercury was banned from direct contact). As a general rule of chemistry, if it's a liquid state, then there WILL be floating particles and due to politics and bureaucracies, such a technology would be shunned like the plague.

EDIT:
@MarisellaB
Glad to see another joining the discussion, welcome!
The way you described wearable electronics is a common misconception - wearable electronics means to tailor the computers into fabrics and not to simply just place them on a helmet, etc.

I agree with a lot of this. My original complaint about most of the mentioned techs was not that they were bad, but that they were too specific and/or not a new idea or technique.

You and Vokarya pointed out another major problem with some of the new techs, that is that they sound more like brands than techs. Renaming could probably fix a lot of the new techs, but there are many more that deserve to be units/buildings/projects instead of techs, or just outright eliminated (see below).

@MarisellaB: First of all, welcome to CFC and to C2C.

I agree with some of what you say about renaming, but there is a greater underlying problem with what is going on. We are a 'more is more' mod, which means we like to add new stuff. However, MrAzure has been adding stuff for the sake of adding stuff, even when it may be better to merge several new things into one thing or to make a new thing a different class of thing. He has also been doing some other things I don't like but I'll get to that later.

Also, I am not the only one who wants to be more measured in what we add, Vokarya, DH, and Civ_Fuhrer have mostly agreed with my assessments or parts of them.

@SirusLazerHawk: Another new member, welcome to CFC.

I am generally leery of getting all of our tech ideas from popular-culture video games, as they are often horrible inaccurate from a scientific perspective, as was pointed out. That said, there are good things from other games that can be used, we just need to be more methodical about it. (see my next post)
 
All of that in the last post gets to my two main concerns about the future eras, as well as the future of C2C.

The first one is that MrAzure, while being a great source of ideas, has been adding dozens of new techs without consulting anyone. Generally, we all try to propose our new ideas on the forums and discuss them before adding things. This is doubly true for major overhauls, such as been happening with the Tech tree. I understand that we are a "more is more" mod, and I like that. The issue is that we aren't an "anything goes" mod, and there needs to be mutual agreement and collaboration on things. That is why the Galactic Era discussion thread has been going on since last year, people have had new ideas and proposed them, and old ideas have gone by the wayside as new ones arose *cough Multi-maps*. Now, we have many dozens of new techs on the SVN, and any attempt to revise them will seem like an assault on someone else's hard work. That isn't good. We need to from now on discuss all of our ideas before adding them so that we can make sure that the best ideas make it in, and the poor ideas don't. This leads directly to my second concern.

C2C is now one of the 2 or 3 most popular mods on CivFanatics. With that, a lot of eyes will be on our mod, and I want as many people as possible to enjoy it. This is the other reason I started this whole discussion, is that I don't want to have 'wierd' sci-fi that will probably turn many people off. That is why I would veto things like Futuristic Theology, Soul Emulation, Homo Plantae, and other stuff that is similarily exotic or odd. There are plenty of more mainstream sci-fi ideas to give us very robust Transhuman and Galactic eras without going 'into the bushes' so to speak, on our ideas. Even if some of these things are possible in the future and meet DH's criteria of being a new technique or idea, I would still like to avoid using it. I would also like to avoid using stuff from Orion's Arm, unless they wrote back with permission, as that could lead to all sorts of legal issues we really don't want. I know that many will not like my opinions, but I think in the long run that staying more mainstream will help us reach the maximum possible audience and push C2C the farthest.

So, I think that this discussion will continue, but I want everyone to keep the two preceeding points in mind as we try to hash out what the Transhuman Era will look like.
 
Update

I am going to use Google Cloud Drive to Edit the Tech Tree Excel from now on. Link on my signature, and give the Tech Team the ability to collaborate, add and edit Techs.

Google Cloud Drive allows Real Time Editing with multiple people.


@StrategyOnly,
@Hydromancerx,
@Vokaraya
@Rightfuture,
@ Civ Fuehrer Added


PM me your email,(any email u use) and Ill give u editing privileges to the Tech Tree. I would perfer if u use Gmail, its easy to create one.

Lets use this system:

Tech tree Discussion =Prehistoric to Modern

Transhuman Era Thread = Digital, Cyber, Nano, Luminal

Galactic Era Thread = Solar, Interstellar, Galactic, Dimension



Initials:
StrategyOnly = SO
Hydromancerx = HM
Vokaraya =VK
Rightfuture = RF (Future Era Tech Editing Only)
Civ Fuehrer = CF (Future Era Tech Editing Only)
MrAzure = AZ (Future Era Tech Editing Only)

lets use this:

[/B]1. Bold and Orange with Initials : Cars (AZ) = Should Edit mention why on the Tech tree Discussion,Transhuman or Galactic Threads.

Bold, darkRed, Strike =should delete. Cars

2.Bold and Green with Initials : Cars (AZ) = Should Add. Go ahead and Add the Tech to the Tech Tree. Make a comment on the Edits box if you want. mention why on the Tech tree Discussion, Transhuman or Galactic Threads.


3.Go ahead and move techs if you want. Just make sure to bold it, and put your initial Xgrid it was moved from. Ex. Cars is now located in x7, but used to be in X1 Cars (AZ,X1).

4.For renames, go ahead and rename the Tech, and mark it blue and bolded ex. Trucks. In the Edit box put Renamed TECH to Tech (intial).
ex. Renamed Cars to Trucks (AZ). mention why on the Tech tree Discussion, Transhuman or Galactic Threads.

The final version of the Tech Tree will be HydromancerX Online Tech Tree.
 
I go by HX actually.

Also I think we should remove "Luminal" Era and split it up between Nano and Solar Eras.

Sorry, but I'm a bit confused. Do we actually intend to split up the TH and Galactic Eras into 7 or so eras? I certainly hope not, that would totally mess up the balance I have worked on for Gamespeeds.

Also, LS would be fine for me.
 
I go by HX actually.

Also I think we should remove "Luminal" Era and split it up between Nano and Solar Eras.

I agree too. Removed it from the Beta tech Tree.
 
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