Digital Era buildings and effects discussion

Well, there's this idea... Scary stuff. Deployed on a large enough scale, it can definitely be used for ground warfare.

Should the technology take hold, we're going to need lazors. Expect to see heavy duty versions of these.

Another idea; something relating to improved battery tech, like graphene batteries. For reduction of maintenance cost maybe? A battery exchange as building?
Lasers are a horrible choice for a weapon. All it takes to block it is smoke.

If I am wrong then blame Skallagrim.
 
Lasers are a horrible choice for a weapon. All it takes to block it is smoke.

If I am wrong then blame Skallagrim.

Aha, but drones uses fans which should blow the smoke away.

If not, then install some extra fans with your lasers. The arms race is on!
 
Should I make another thread to discuss ideas about broader mechanical additions to the Digital Age?
 
Logistics Center is very unlikely to be worth building. Cellphone Tower only if you're switching from Space to Culture as your victory plan very late and how common is that? Most of the other buildings I would only consider for their effect on economy stability; otherwise they're distinctly worse than just building Research. Tile effects on the other hand are neat; maybe Tourism could be a little better than 1:commerce:?
 
There should be some building or other bonus that significantly improves health/reduces unhealth in the very late game. Ever since Recycling Centers were nerfed into the ground and the Environmentalism civic eliminated, all of your cities in the very late game will be unhealthy no matter what you do given the presence of Corporations, which the human player can't control. This makes sense for the Industrial through early-Modern era, but I don't think it makes sense for cities intended to represent the contemporary period or the near future. Right now, I think Recycling Centers and Parks are extremely weak (require a heavy Cottage economy to do anything at all), and most good city locations can't support more than 2-3 cottage tiles at most, so it would probably make sense to boost them somehow, maybe have Parks give a flat health bonus, a bigger bonus for Cottages such as +1 Health per Cottage or additional health bonuses for other things (Forests/Rainforests/Jungles, e.g.) and turn Recycling Centers back into what they were before, eliminating base Unhealth from buildings.
 
There should be some building or other bonus that significantly improves health/reduces unhealth in the very late game. Ever since Recycling Centers were nerfed into the ground and the Environmentalism civic eliminated, all of your cities in the very late game will be unhealthy no matter what you do given the presence of Corporations, which the human player can't control. This makes sense for the Industrial through early-Modern era, but I don't think it makes sense for cities intended to represent the contemporary period or the near future. Right now, I think Recycling Centers and Parks are extremely weak (require a heavy Cottage economy to do anything at all), and most good city locations can't support more than 2-3 cottage tiles at most, so it would probably make sense to boost them somehow, maybe have Parks give a flat health bonus, a bigger bonus for Cottages such as +1 Health per Cottage or additional health bonuses for other things (Forests/Rainforests/Jungles, e.g.) and turn Recycling Centers back into what they were before, eliminating base Unhealth from buildings.

Maybe give Park +1 Health from Specialists, and Public Transportation +1 Health from Cottages?

It'd require a new XML tag for Health from Specialists, but other than that I like the idea of there being a method for generating health from either economy.
 
We could also make our lives easier, change some text files and turn the spaceship's destination to Mars, which would be much more realistic than colonizing Alpha Centauri.
 
That's true, but I would still like to give a more incremental process to the space race besides a simple Apollo Project -> Spaceship.

Also, it's not really realistic to launch a huge colony ship to Mars. It would probably be more interesting to build the Mars base itself step by step, with the end goal of having a self sufficient colony or something.
 
How about Sputnik and the ISS?
 
Exactly.
 
There should be some building or other bonus that significantly improves health/reduces unhealth in the very late game. Ever since Recycling Centers were nerfed into the ground and the Environmentalism civic eliminated, all of your cities in the very late game will be unhealthy no matter what you do given the presence of Corporations, which the human player can't control. This makes sense for the Industrial through early-Modern era, but I don't think it makes sense for cities intended to represent the contemporary period or the near future. Right now, I think Recycling Centers and Parks are extremely weak (require a heavy Cottage economy to do anything at all), and most good city locations can't support more than 2-3 cottage tiles at most, so it would probably make sense to boost them somehow, maybe have Parks give a flat health bonus, a bigger bonus for Cottages such as +1 Health per Cottage or additional health bonuses for other things (Forests/Rainforests/Jungles, e.g.) and turn Recycling Centers back into what they were before, eliminating base Unhealth from buildings.
Knoedel "Socialism is the inevitable development"[/USER]
 
Knoedel "Socialism is the inevitable development"[/USER]

I mean, it is. You just wait! Any day now the working masses will rise up against their oppressors and take to the street!

...

*sighs and looks longingly out the window*

Any day now...
 
Maybe they're all busy looking out of their windows.
 
One way I deal with unhealthiness is simply founding more cities for the same resources, especially food obviously. In addition to those sweet, sweet trade routes, you also make more efficient use of resources. Basically more pop for the same amount of food.

It makes sense to me - spreading population centers to reduce unhealthiness (smog, waste, pollution, etc.). No idea how it works out number-wise though, but I try to avoid min-maxing in Civ 4 and play it 'with style'.
 
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