Future Tech Does Something Beyond Score Increasing Mod

Cecil Lizard

Chieftain
Joined
Oct 29, 2010
Messages
72
Location
Norwich, Norfolk, UK
Another Edit: Whilst working on another mod, I have found out that Firaxis made the great works interface not accept new buildings with great work slots (which this mod does). If you want to be able to transfer great works in and out the new great work slot buildings in this mod download this very good mod here from KyteM and put it in your MOD folder: http://forums.civfanatics.com/showthread.php?t=523258

Edit: I have realised I should have posted this in here.

Future Tech Does Something Beyond Score Increasing Mod

Link to Download: http://forums.civfanatics.com/downloads.php?do=file&id=23658

Pic for buildings and new tech is a cropped version of image from here: http://wallpho.com/129548-city-of-future-id-70111.htm

Requires G+K, BNW

Link to Steam Download: http://steamcommunity.com/sharedfiles/filedetails/?id=390281172

Link to a version which is compatible with apshai's Prehistoric Era (BNW) (which someone asked for): http://forums.civfanatics.com/downloads.php?do=file&id=23682

Edit: Just realised I took the screen shots whilst on Marathon. All new tech costs set in code to 10000, slightly above base game's Future Tech cost.

I know Future Tech increases your score, but it does not do anything ingame, which means once reached, science no longer does anything ingame. I also understand that in most cases the game is probably nearly over (if not already over) then anyway (either through the time running out or someone winning another way) but still, I would like science to still have an ingame use even at the very end of the game.

So this mod adds a tech, just before Future Tech, called "Advanced Living". The idea behind it is the technological and societal changes that can be adopted to cope with the population growth and rapid urbanisation that is happening in the world right now.

This tech allows 6 new buildings.

Also the Future Tech has been replaced with 3 new Future Techs, which are still repeatable techs. Whenever you research one of these new Future Techs, some of the new buildings which you already have built will gain extra bonuses.

The 6 buildings have powerful base bonuses as well. As such, along with the fact that they improve (except for one), they are very expensive. The 2 Information Era wonders, CN Tower and Hubble Space Telescope, cost 1250 :c5production:, these buildings cost 2000 :c5production: each. They also have high maintenance costs (except for one).

There is a :c5science: science one, a :c5gold: commerce one, a :c5production: production one, and 3 :c5culture: culture and :c5faith: faith ones. However they all give small bonuses in areas outside their focus as well.

The :c5science: science one does not improve, since I felt that would be a self feeding loop. To make up for that its bonuses are more and its maintenance is less (but still fairly high).

The :c5gold: commerce one is the only one which has any :c5gold: gold bonuses, and like all :c5gold: gold buildings, unlike the other 5 buildings, has no maintenance. To counter this its base bonuses are less than the others, though still good. Every time you research the Future Techs - Commercial Emphasis tech, it will provide an extra +1 :c5gold:.

The :c5production: production one will provide an extra +1 :c5production: every time you research the Future Techs - Industrial Emphasis tech.

The 3 :c5culture: culture and :c5faith: faith ones will each provide +1 :c5culture: and +1 :c5faith: every time you research the Future Techs - Philosophical Emphasis tech. The difference between them is which specialist/great work slot they have.

Full details of the buildings are provided in the following posts.

Some explanation of the increase process is required.

The code I use was in the game to give the Pre-BNW Mughal Fort a :c5gold: gold bonus after Flight is discovered (the post-BNW one uses a different piece of code for its :tourism: tourism bonus). I guess it must have done 2 different things, one, level up all existing MFs (immediate affect), and two, make any new ones built have the bonus (effect of the tech being marked as "done"). However, since the 3 Future Techs are all repeatable techs, they must never get marked as “done”.

What this means is that every time you research them, they will level up all buildings you currently have of the appropriate type, but will not affect any that you build in the future. Once built however, those buildings will be affected should you research the appropriate future tech again.

In short, the extra bonus that a particular instance of a building gives is equal to the number of times you have researched the appropriate future tech since that particular city acquired that building. A different city’s building, if built at a different time, may have a different amount of bonus.

If you look in the screenshots you can see an example of a building having its bonus increased in the last 3 pics.

I do not know whether the techs and buildings are balanced against each other so that it is a real choice which to build/research. Advice welcomed.
 

Attachments

  • 2015-02-10_00001.jpg
    2015-02-10_00001.jpg
    175.9 KB · Views: 571
  • 2015-02-10_00002.jpg
    2015-02-10_00002.jpg
    214.1 KB · Views: 522
  • 2015-02-10_00003.jpg
    2015-02-10_00003.jpg
    206.1 KB · Views: 565
  • 2015-02-10_00004.jpg
    2015-02-10_00004.jpg
    210.7 KB · Views: 462
  • 2015-02-10_00005.jpg
    2015-02-10_00005.jpg
    221.3 KB · Views: 699
  • 2015-02-10_00006.jpg
    2015-02-10_00006.jpg
    175.2 KB · Views: 463
  • 2015-02-10_00010.jpg
    2015-02-10_00010.jpg
    244.3 KB · Views: 532
  • 2015-02-10_00012.jpg
    2015-02-10_00012.jpg
    170.7 KB · Views: 465
  • 2015-02-10_00013.jpg
    2015-02-10_00013.jpg
    244.6 KB · Views: 581
Futuristic Civic Planning - Scientific Aspects:
Cost: 2000 :c5production:
Maintenance: 5 :c5gold:
+10, +100% :c5science:
+10 :c5happy:
+1 :c5food:
+1 :c5production:
+1 :c5culture:
+1 :c5faith:
1 Scientist Specialist slot
+1 Scientist :c5greatperson:
No Tech Boosts
Requires Research Lab
 
Futuristic Civic Planning - Commercial Aspects:
Cost: 2000 :c5production:
Maintenance: 0 :c5gold:
+2, +10% :c5gold:
+2 :c5happy:
+1 :c5food:
1 Merchant Specialist slot
+1 Merchant :c5greatperson:
+1 extra :c5gold: every time you research the Future Techs - Commercial Emphasis tech
 
Futuristic Civic Planning - Industrial Aspects:
Cost: 2000 :c5production:
Maintenance: 10 :c5gold:
+3, +25% :c5production:
+5 :c5happy:
+1 :c5food:
+1 :c5science:
+1 :c5culture:
+1 :c5faith:
1 Engineer Specialist slot
+1 Engineer :c5greatperson:
+1 extra :c5production: every time you research the Future Techs - Industrial Emphasis tech
 
Futuristic Civic Planning - Cultural Patronage - Physical Art Emphasis Aspects:
Cost: 2000 :c5production:
Maintenance: 10 :c5gold:
+3, +25% :c5culture:
+3 :c5faith:
+5 :c5happy:
+1 :c5food:
+1 :c5production:
+1 :c5science:
1 Artist Specialist slot
+1 Artist :c5greatperson:
1 Great Work of Art slot
+1 extra :c5culture: and +1 extra :c5faith: every time you research the Future Techs - Philosophical Emphasis tech
 
Futuristic Civic Planning - Cultural Patronage - Musical Emphasis Aspects:
Cost: 2000 :c5production:
Maintenance: 10 :c5gold:
+3, +25% :c5culture:
+3 :c5faith:
+5 :c5happy:
+1 :c5food:
+1 :c5production:
+1 :c5science:
1 Musician Specialist slot
+1 Musician :c5greatperson:
1 Great Work of Music slot
+1 extra :c5culture: and +1 extra :c5faith: every time you research the Future Techs - Philosophical Emphasis tech
 
Futuristic Civic Planning - Cultural Patronage - Literary Emphasis Aspects:
Cost: 2000 :c5production:
Maintenance: 10 :c5gold:
+3, +25% :c5culture:
+3 :c5faith:
+5 :c5happy:
+1 :c5food:
+1 :c5production:
+1 :c5science:
1 Writer Specialist slot
+1 Writer :c5greatperson:
1 Great Work of Literature slot
+1 extra :c5culture: and +1 extra :c5faith: every time you research the Future Techs - Philosophical Emphasis tech
 
nice idea. I did smth much more primitive since modding is not really supported on linux yet. In my games every future tech improves the yield of great person tile improvements a little ..
 
Yeah, I didn't think I was the first person to get annoyed at science suddenly doing nothing ingame, lol. I did think about making it be via improvements (after failing to find a way to make techs increase the city tiles in XML), but I thought it might end up being too much, since each city could have quite a few of a particular type of improvement, even great people ones. But that's just me, it would just be that your mod would lead to things being balanced differently than mine, with more emphasis on science.
 
Back
Top Bottom