C2C - Transhuman Era

Transhuman Communications

Microsatellite Constellation
National Wonder
Required Technology: Advanced Environmental Systems AND Advanced Digital Warface
Required Buildings: Propaganda Satellites, Delta Assembler, Orbital Factory
Required Resources: ????
Orbital Building

-150 :gold: maintenance

+ 30% :espionage:
+ 20% :culture:


Nanosatellite Constellation
National Wonder
Required Technology: Invisibility AND Artificial Photosythesis AND Universal Translator
Required Buildings: Microsatellite Constellation, Aerospace Complex,
Required Resources:???
Orbital Building

-200 :gold: maintenance

+ 45% :espionage:
+ 30% :culture:

They are both a Google Earth that monitor the globe in real time , each satellite has a sector it can view. Its like aswarm of bees, except they are satellites.

Microsatellite Cionstellation = about 100 satellites
Nanosatellite Constelation =about 500 satellites.

We don't need one in every city. I am unsure of stats and resources. It should give bonuses to :culture:, :espionage:. It will invade the privacy of people so we could give a :mad:

We can also give :science: since they can scan the cosmos.

This one is tricky.

Review Time, will add next buildings in about a week. Will finish Pedia
 
Awesome stats, MrAzure, but it seems like Hydro keeps knocking them back to rock gatherer status. :lol:
 
Awesome stats, MrAzure, but it seems like Hydro keeps knocking them back to rock gatherer status. :lol:

LOL he has designed at least 500 buildings so I don't mind at all. He is the building expert lol. I will add new buildings in about a week.
 
@MrAzure

You should look over the Orbital tags. Satellites work differently than normal buildings.

Orbital Buildings
http://forums.civfanatics.com/showthread.php?t=479813
Spoiler :

Orbital mechanics, similar to how they were done in SMAC, are now on the SVN. Here is an overview for how they work and how to add them.

New Tags:

The bOrbital and bOrbitalInfrastructure tags have been added to the SVN. bOrbital marks a building as Orbital, meaning that its commerces will be handled differently. This may be added to later. NOTE, that all other effects on an building, such as Yields, Health, Happiness, and so forth, remain unchanged for now. This will change in the future.

bOrbitalInfrastructure means that a building counts as Orbital Infrastructure for the purpose of calculating the commerces from Orbital Buildings (see below). These buildings should cost some good money to maintain.

How Orbital Commerces Work:

A building with bOrbital enabled will not gain the normal amount of commerce from the CommerceChanges tag. It will instead get commerce equal to the result of the following formula. An Orbital Building will get commerce equal to the XML value times the number of cities you have with Orbital Infrastructure. This means that these buildings can be really valuable if you invest heavily in going into space. Now, it can't go indefinitely like this, so the number is capped at the population of the city, thus encouraging bigger cities in the Transhuman Era. Also, if the city that building is in does not have Orbital Infrastructure, the benefits from all orbital buildings are halved.

Example:

A building with bOrbital in a pop 50 city with Orbital Infrastructure and a civ having 15 cities with Orbital Infrastructure, and having the following XML:

Code:
			<CommerceChanges>
				<iCommerce>0</iCommerce>
				<iCommerce>0</iCommerce>
				<iCommerce>0</iCommerce>
				<iCommerce>4</iCommerce>
			</CommerceChanges>

It could give a max of (15*4)= 60 espionage, but since the city is size 50 it will only get +50 Espionage, which is reasonable for the TH era. If that city did not have Orbital Infrastructure, it would get (60/2)=30 espionage, since 30 is less than 50.

NOTEs: I think the AI will handle this fine, because it sees the results of the Orbital calculations, but if not I'll have to write a quick-and-dirty AI routine for this. Other than that it's fully functional.
 
,
You realize we already have an Android Factory right? Or are you suggesting additional stats?

Additional stats, upgrades from Droids, and Anthropomorphic Lab
 
Removed.
Adding to Addon.
 
Teaser

2rg5gDu.png


Unification Physics

Simulated Reality


Designer Microbiology


Hypothetical Biochemistry


Binary Subconscious

Quadruple Helix
http://io9.com/5977603/quadruple-helix-dna-found-in-living-human-cells--and-its-linked-to-cancer

This tech is converting the double helix to quadruple helix to store 2x more genetic information. The next Gene Enhancement Tech

Synthetic Synthesia
The cyber counterculture with binary psychoactives, and augmented senses.

Neuron Engineering
Architecture made of artificial neurons, Neuron Lighting, Neuron computers, etc, the new electricity. Required for Mind uploading, etc also the actual science:
https://en.wikipedia.org/wiki/Neural_engineering

Oort Cloud

Novo Paleontology
The revival of extinct species and plants for pharmaceuticals, attractions like Jurrasic Park and Cambrian Seaworld, miniaturized dinosaurs as pets, required for Artifical Evolution.
 
What is left in Transhuman Era Tech Tree
Spoiler :
MWM8szO.jpg
 
Transhuman Era Techs Completed!

After a year on and off the Transhuman Era Techs are finally complete! :clap::clap:


I was not sure about Novo Paleontology but Thunderbrd said yes.
Missing Techs are Aerial Colonization (programming).

I tripled check to make sure the Techs couldn't be just a building but is a scientific concept that has a broad definition of stuff we could put in.

I also made sure that the Intellectual, Biological, Genetic, and Space Revolutions were balanced.

Made sure to not overcrowd the Tech Tree and combine similar Techs. We can always add more later.

Made sure that the Techs represent major Science Fiction themes backed by scifi books, futurology databases, and future civilization talks.

Made sure to follow the LS612 corollary, in that Techs are Qualitative instead of Quantitative as much as possible.

Made sure they were fun and fit with Caveman2Cosmos lore.



I still need to finish pedias and quotes (it says "text" for both).


Spoiler :
7nhet4V.jpg


No Syntax Errors in TechInfos
Spoiler :
dOxH3sD.png



Edit:Added in SVn 6063, and Patch 1 (bug Fixes) in 6066 and 6067
 
All awesome. I'm impressed.
I still have a future info dump if you like.
I'd like to think I found something of use.
Ready to get it all out there.

Still want to chat or need help with buildings MrAzure?
I'm recovering from being sick, and I don't want to slack off.
 
@MrAzure

I have a request for Human Transmutation tech quote

"Humankind cannot gain anything without first giving something in return. To obtain, something of equal value must be lost. That is alchemy's first law of Equivalent Exchange. In those days, we really believed that to be the world's one and only truth." - Full Metal Alchemist
 
Do we have an Energy Weapons tech?

I'd like to have Microwave Tower that adds repel, reduces crime and maybe do whatever Bombard Tower etc do too in a weaker form.

Also, Command and Conquers has Microwave Tanks which would be great for Knockback.

And they use high frequency noise that can only be heard by young people to keep them away from various places in the night (might act as new anti crime building).
 
Energy Weapons is a bit vague and could imply too many things. What you're looking for, and I'd like to see somewhere on the tech tree as well (particularly since this is something we've already developed in the real world) is a Weaponized Microwaves tech.

There's also 'Bolt weaponry' for Tesla style weapons that could be placed somewhere on the tree...
 
Transhuman Era Techs Completed!

After a year on and off the Transhuman Era Techs are finally complete! :clap::clap:


I was not sure about Novo Paleontology but Thunderbrd said yes.
Missing Techs are Aerial Colonization (programming).

I tripled check to make sure the Techs couldn't be just a building but is a scientific concept that has a broad definition of stuff we could put in.

I also made sure that the Intellectual, Biological, Genetic, and Space Revolutions were balanced.

Made sure to not overcrowd the Tech Tree and combine similar Techs. We can always add more later.

Made sure that the Techs represent major Science Fiction themes backed by scifi books, futurology databases, and future civilization talks.

Made sure to follow the LS612 corollary, in that Techs are Qualitative instead of Quantitative as much as possible.

Made sure they were fun and fit with Caveman2Cosmos lore.



I still need to finish pedias and quotes (it says "text" for both).


Spoiler :
7nhet4V.jpg


No Syntax Errors in TechInfos
Spoiler :
dOxH3sD.png



Edit:Added in SVn 6063, and Patch 1 (bug Fixes) in 6066 and 6067

Sooooo, whatts next?
 
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