Lokki242
Emperor
Do you know how happy eight year old me would be if you did this?Maybe I can also make a civ3 like palace viewer with the same methods. So you can design your own palace.
Do you know how happy eight year old me would be if you did this?Maybe I can also make a civ3 like palace viewer with the same methods. So you can design your own palace.
Personally I like the idea of having to transport the modules to a launch site, this allows the civs with industrial complexes too north of the minimum (or south, but lets be realistic, too far north) to build the materials and then take them to the launch site.
Personally I think that the easiest, and most realistic solution, is to make it so that corporations spread the bonuses after some research is unlocked. This means that late game civs have a trade off between providing you with that bonus, but also spreading that bonus globally. The difference is that the tech gives it to all your cities, and other civs only benefit if that corporation is there.
Do you know how happy eight year old me would be if you did this?
Hm, that's a problem, but otherwise it looks good.2. It does have a green background, instead of a martian red color. This cannot be changed without changing the background of buildings in the pedia too.
I'm not sure 'Airlock' needs to be a separate module, or at least, I'm not convinced it fits well with 'Automation'. I'm wondering if we could follow The Martian's lead, and use the automation technology for a project to 'prep the site' -- send automated diggers and drones to set things up for the modules to be installed (either as a prerequisite or a slight bonus to production). Alternately, 'automation' could unlock a project for an automated workforce -- diggers to set up mines and chemical analysis, etc.Mars Airlock (Automation)
Not sure 'greenhouse' fits futuristic idea -- perhaps 'Mars Biolab' or something similar?Mars Greenhouse (Biotechnology)
Would 'Mars Reactor' work? I'm assuming the 'power source' in question would be some sort of reactor, probably nuclear.Mars Power Source (Fusion)
Another alternative would be to put Mars Habitat on Automation and Mars Control Center at Artificial Intelligence.I'm not sure 'Airlock' needs to be a separate module, or at least, I'm not convinced it fits well with 'Automation'. I'm wondering if we could follow The Martian's lead, and use the automation technology for a project to 'prep the site' -- send automated diggers and drones to set things up for the modules to be installed (either as a prerequisite or a slight bonus to production). Alternately, 'automation' could unlock a project for an automated workforce -- diggers to set up mines and chemical analysis, etc.
How about this for the renamed colony modules?
Mars Airlock (Automation)
Mars Greenhouse (Biotechnology)
Mars Framing (Supermaterials)
Mars Power Source (Fusion)
Mars Extractor (Nanotechnology)
Mars Habitat (Artificial Intelligence)
Mars Laboratory (Unified Theory)
All buildings in the game are "just one building", and it can generally be assumed that they represent multiple entities in the actual city in most cases.I don’t know that I like the idea of a single “Skyscraper” building to represent modern urbanization. What about an “Urban Reconstruction” or “Urban Renovation” building to represent grand reconstruction of cities like Haussmann’s in Paris? These giant projects were city wide, as opposed to just one building (lol), and really had major impacts on the cities in which they occurred.
The outcome of that would be to make Flight even more empty.I kind of like "Flight" as opposed to a more abstract name.
I don't have the tech tree in front of me right now (does anyone know how to generate a full picture of the tech tree for easy reference?), but I recall thinking there were too many siege units in quick succession there. It's artillery at Ballistics, howitzer at Flight and mobile artillery at Computers, right? Not sure if two columns between each is enough to really make use of each. Maybe merging artillery and howitzer into a single unit at Assembly Line would be better. In that case it would make sense to rename "Ballistics" to "Rifling" and keep the name "Flight".
To make Flight more interesting, you could move the free Great Engineer there to represent the Wright brothers and the feat of creating a heavier-than-air aircraft. I think it'd be more iconic than a Henry Ford type at Assembly Line.
Yeah, I know, I was suggesting removing a game element after all. I guess the more general argument is that Flight is an iconic and meaningful tech, so I would like it to be kept, and moving the artillery part of the tech elsewhere makes things more elegant. By compensating with the free Great Engineer, it makes the tech more desirable for at least one civ. It would be a good idea to find another thing to add to the tech, though.The outcome of that would be to make Flight even more empty.
By the way this was the most important part of my post!(does anyone know how to generate a full picture of the tech tree for easy reference?)