Dawn of Tommorow: Modern and into the Future: Development thread

I've gone through the standard game's tech tree in some detail. One of the problems is that there are not many social advances in the modern age (compare code of laws and currency to the laser and miniturization) - I suggest that you add one or two advances to the modern (Information) age to represent social change. :crazyeye: Come to think of it, your second (synthetic) age looks like it has little about social change too. ;) Is that intentional? I came up with some rough building lines for you anyway, with (required techs):

Economics +50% each imp Bank (computers) -> Automated Exchange (True Artificial Intelligence) -> ???? (Energy Age?)
Research +50% each imp University (None) -> Orbital Lab (Space Communities) -> ???? (Energy Age?)
Production Manufacturing Plant (Robotics) -> Nanite Plant (Nanotechnology)
Corruption Police Station (None) -> correctional facility (Genetics?)
Power Plants Coal plant (None, but loads of pollution, Hydro Plant (Ecology), Nuclear Plant (Nuclear Power), Orbital Solar Plant (Commercial Space Travel), Tidal Harness (Coastal facility, Ultra Pressure Machinery).
Harbours Fishing Port (for food in seas, None) -> Naval Port (for vet ships, Synthetic Fibres), Commercial Port (for commerce in seas, Automated Transportation)
Barracks (Humanoid Machine Soldiers)
Spaceport (Commercial Space travel) acts like an airport
City growth imps Water purifier (Miniturization, replaces aquaduct) -> Arcologies (Nanotechnology, replaces hospital), Hydroponic Domes (Commercial Space travel, replaces Granary?)
City Defences Urban Fortifications (Synthetic Fibres, replaces civil defence), Coastal defence (Automated Weaponry), SAM batteries (Rocketry)
Happiness Sports Arena (None, 1 happy face), Sensorium (Advanced Algorythms, 2 happy face)

I'll think of some wonders and get back to you. :)

Would you like some suggestions for social techs too, or is this mod focussing only on technology and warfare?

EDIT - Just read that the fourth age is to be the Quantum age, missed that first time round. I agree with you on nanotech, we may have some limited application for it now, but real sci fi nanotech is still a long way in the future. How about making the third age the nanotech age, with Nanotechnology the major prerequisite tech in the tree? At the moment nanotech is a dead and tech, which doesn't seem right to me.

This would make the tech tree feel more realistic IMHO, with the modern age becoming more synthetic, then we could move to nanotech with the help of our robotic friends, then develop quantum technologies with the help of nanotech capabilities. This would seem to be a fairly realistic iterative process.
 
I've gone through the standard game's tech tree in some detail. One of the problems is that there are not many social advances in the modern age (compare code of laws and currency to the laser and miniturization) - I suggest that you add one or two advances to the modern (Information) age to represent social change. :crazyeye: Come to think of it, your second (synthetic) age looks like it has little about social change too. ;) Is that intentional? I came up with some rough building lines for you anyway, with (required techs):

Economics +50% each imp Bank (computers) -> Automated Exchange (True Artificial Intelligence) -> ???? (Energy Age?)
Research +50% each imp University (None) -> Orbital Lab (Space Communities) -> ???? (Energy Age?)
Production Manufacturing Plant (Robotics) -> Nanite Plant (Nanotechnology)
Corruption Police Station (None) -> correctional facility (Genetics?)
Power Plants Coal plant (None, but loads of pollution, Hydro Plant (Ecology), Nuclear Plant (Nuclear Power), Orbital Solar Plant (Commercial Space Travel), Tidal Harness (Coastal facility, Ultra Pressure Machinery).
Harbours Fishing Port (for food in seas, None) -> Naval Port (for vet ships, Synthetic Fibres), Commercial Port (for commerce in seas, Automated Transportation)
Barracks (Humanoid Machine Soldiers)
Spaceport (Commercial Space travel) acts like an airport
City growth imps Water purifier (Miniturization, replaces aquaduct) -> Arcologies (Nanotechnology, replaces hospital), Hydroponic Domes (Commercial Space travel, replaces Granary?)
City Defences Urban Fortifications (Synthetic Fibres, replaces civil defence), Coastal defence (Automated Weaponry), SAM batteries (Rocketry)
Happiness Sports Arena (None, 1 happy face), Sensorium (Advanced Algorythms, 2 happy face)

I'll think of some wonders and get back to you. :)

Would you like some suggestions for social techs too, or is this mod focussing only on technology and warfare?

EDIT - Just read that the fourth age is to be the Quantum age, missed that first time round. I agree with you on nanotech, we may have some limited application for it now, but real sci fi nanotech is still a long way in the future. How about making the third age the nanotech age, with Nanotechnology the major prerequisite tech in the tree? At the moment nanotech is a dead and tech, which doesn't seem right to me.

This would make the tech tree feel more realistic IMHO, with the modern age becoming more synthetic, then we could move to nanotech with the help of our robotic friends, then develop quantum technologies with the help of nanotech capabilities. This would seem to be a fairly realistic iterative process.

Alright we can have era three be the Nano Age. :)
 
Yeah, Nano age. :D

Some wonders from Call to Power:
Genome Project (Genetics) - increases happiness by promising to cure a variety of diseases.
Gaia Controller (Space Communities or somewhere in the Nanotech age) - Puts recycling center in every city.
Data Haven (Somewhere in the Nanotech age) - acts like the great library.
GlobeSat (Sensors) - not sure what this one could do, it's meant to be like an intrusive Global Positioning System.
Dinosaur Park you've already mentioned.

From various Sci Fi sources:
US Robots and Mechanical Men from Isaac Asimov's robot books (True Artificial Intelligence) - auto-produces robot workers?
SkyNet from the Terminator movies (Early Mech Warfare) places a barracks in each city.
Space Elevator (Synthetic Fibres or Commercial Space travel?) for getting things into orbit - maybe a big industry, commerce and research boost but only for one city?
Rail Launcher (Railguns or Prinitive Energy Weapons) for slinging objects into orbit or beyond, also military applications - maybe it could act as an airport and also increase research?

SoG - what are you planning to do with Nukes? There was a wonder in Call to Power (Nanite Defuser) that would disarm all Nukes on the map, and stop any more from being built. I'm thinking that having Nukes available for practically all of the mod might cause some problems. Maybe Nukes could be set to upgrade to another type of missile in the late synthetic age (and thus become obsolete), to stop them from dominating the whole game? The tech they go obsolete at could be called 'Early Nanotech' or something, then they could make a comeback towards the end, renamed as 'quantum ICBM's or something equally fun. Anyway, just an idea. :)

I'm gonna stop spamming your thread now. :mischief:
 
I haven't decided on nukes yet. But I have the idea of Cruise Missiles upgrading to energy missiles. ;)
For cruise missiles, upgrade them to anti-matter missiles. ;) Much cooler sounding.

Or you can use my idea of the nuke being an orbital energy weapon cannon blast, and the physical unit being a blank frame, except for the falling down. (giant laser blast). The Units_32 icon can be giant battery cells or something. And Orbital Bombard satellites can be the Manhattan project, except it's a SW, thus forcing every civ to build their own before they can fire orbital cannons.

And that also fits nicely with the Singularity/Planetary shield, where the Singularity Shield will simply be a black sphere, expanding, and contracting, and the death animation for the orbital energy cannon would be the laser just vanishing, or coming only half way down. For the Planetary Shield, it can just be like it hit one of those shields, with the shield looking like it is dissipating energy away, and the laser blast can be the same only half way type thing.
 
I think someone made a laser blast animation to replace a nuke blast as well so your idea is worth looking into, can you have nukes upgrade and have more than one giant destruction animation?

I desparately need tech tree ideas, if someone could draw a rendamentary Nano Age tech tree for me I can put toghether the third era no problem.
 
Alright I need ideas for techs for the Nano Age, any tech tree ideas anyone? Keroro?

I desparately need tech tree ideas, if someone could draw a rendamentary Nano Age tech tree for me I can put toghether the third era no problem.
Hmm, maybe if I get bored at work again ;) tomorrow I'll see if I can get something sorted for you. Do you have a kind of plan of how the third age should develop and what units you're intending to put in?

I like the new avatar BTW.
 
I desparately need tech tree ideas, if someone could draw a rendamentary Nano Age tech tree for me I can put toghether the third era no problem.

Alpha Centauri, man. :D
 
Got bored at work. :)

Nano_Age.JPG


Please alter as you wish. You could easily get rid of the two quantum techs if you wanted to move them to the next age, but I read somewhere that nanotech had a potential application in quantum computers, so I put them in. I also added an advanced mech tech in, as a kind of hangover from the last age.

The Conjoiner tech is inspired by Alastair Reynolds novels, and represents the beginnings of a 'hive mind' movement - basically a group of people install a bunch of nanobots in their heads and develop a networked consciousness - if you keep it then I'd recommend a new government type here.

Maybe flag the Molecular Recycling tech so that you get shields from selling off city imps?

Green Goo and Grey Goo are both doomsday type scenarios. They refer to the possibility of self replicating nanobots running out of control and converting all matter they can get hold of to 'Grey Goo'. Green Goo is similar, but refers to bio-nanotech rather than inorganic nanotech. Not sure what you could do with these, perhaps a 'Grey Goo' missile could be used to replace the Nukes? Anyway, get rid of them if they aren't useful.

Buildings, including some rethinks of the ones I posted on the last page:
Nanite Plant at Nano Assisted Manufacturing - large production bonus
Arcologies at Supreme Materials - 3 happy faces?
Nano treatment centre at Clinical Immortality - replaces hospital
Matter replicator at self replication - Perhaps replaces airport if you don't like the idea of spaceports, alternatively 50% economy boost
Quantum research lab at Quantum Computers - 50% research
Maybe a clean power plant at Nano Motors?

Hope this helps a bit. :D
 
I like the idea of a Grey Goo Nuke. :) I also like the idea of anti matter missiles as late age upgrades for cruise missiles BTW. :) I like things that go bang and make big holes. :) I've been working on Alexander for too long, he doesn't have enough firepower. Did I mention that I'm right behind you on this project?

How sci fi are you wanting things to go

I'm still getting a bit bored at work BTW, so if you need any other stuff looked into by way of tech trees and stuff then let me know for Monday. :) Then again, since I've been writing this message I've been offered a bit of a promotion, so maybe Monday will be busy after all. :D I'm sure I could fit in some civving if needed though.
 
I suppose the further along we got he more sci-fi things become. All I have to do is make the Nano Age tech tree, add in units, then make the Quantum Era tree. Eventually we will revisit past eras and fill in them with the city improvements and wonders you mentioned.
 
Alright time to revive this thread. Work begins on adding in the Nano age techs shortly. I'll find a good Conjoining tech icon on my own.

Some questions Keroro, do you think by the Nano age that humans will have mastered Anti gravity technology? I'd like to use the Dreadnought that Hikaro made relatively recently..
 
Anti-Gravity by the nano age?

Nah... In RL, we haven't found anything with anti-gravity properties, let alone mastering it.
 
Anti-Gravity by the nano age?

Nah... In RL, we haven't found anything with anti-gravity properties, let alone mastering it.
Not mastered, but if we define anti-gravity as an application of any one of the four fundamental forces* (strong nuclear, weak nuclear, electromagnetic, gravity) to counteract gravitation, rather than negative gravity, then a research level prototype has been demonstrated.

* noting that one effort of theoretical physics is to unify these into one fundamental force.
 
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