Tholish said:
So, how much do you want to have happen in the future? Should it be an embellishment or should history take some radical new turn? Do you want new religions and civics? Should most old buildings become obsolete, or just a few new ones appear? Kind of design this for me and I'll XML it.
Here are some balanced and solid ideas for these extra future techs... yet I just lack the time and modding knowledge to make them myself... even as I type this post I'm at work.... shhh.
Here's my suggestions for some balanced, realistic and useful future techs:
--Phase_1 Future Techs
Hypersonics:
Requirements: Flight and Composites
Unit: Another Stealth Bomber type plane yet further bombing and scouting distance
Unit: Another Stealth Fighter type unit yet stronger than previous version
Cellular Biology:
Requirements: Medicine and Genetics
Lasers:
Requirements: Fiber Optics and Robotics
Reveals Resource: Crystals (
maybe Zion Crystals)
Solar Energy
Requirements: Satellites and Ecology
Effects: +2 Health for all cities,
Quantum Computations
Requirements: Fiber Optics
Building: Quantum Computer
10% Research bonus for the city
--Phase_2 Future Techs
Mechanized Robotics
Requirements: Cybernetics and Fusion
Unit: Aquatic Mech STR_48 {naval_unit}
Movement_5
{Can see submarines}
{20% chance can shoot down or damage enemy aircraft}
Range_1
Unit: Earth Mech STR_50
Movement_4
{can travel over peaks = ?possible? }
Oil and Uranium required
Unit: Skybox Mech STR_35
Movement_7
{can travel over land or sea = fly_mod}
{Tech_Requirement: Hypersonics}
Oil Required
Cybernetics:
Requirements: Cellular Biology and Robotics
Unit: Cyborg: STR_40{same bonuses as Marines}
Movement_2
{can retreat 25% and can heal while moving}
Building: Cyufactoring Assembly
+20% production resources
Terraforming
Requirements: Ecology and Lasers
Effect: Target terrain can be altered {Terraforming Mod)
Global Wonder: Mars Terra Project
+10% increase for total research
+1 health for all cities
+9 Culture per turn for city
one free great scientist
Solar Weaponry
Requirements: Solar Energy and Lasers
Unit: Laser Cannon STR_50 {cannot use defensive bonuses}
Movement_ZERO
70% chance can shoot down or damage enemy aircraft
Range_2
{Crystals required to build Laser Cannon}
Unit: Satellite Laser {same as nuke yet cheaper to build & no pollution}
{no pollution thus no negative AI points after bombing}
{strike cannot be prevented}
{Crystals required to build Satellite Laser}
--Phase_3 Future Techs
Nanotechnology:
Requirements: Cybernetics
Building: Credit Mainframe = 25% gold bonus for the city
{city with this building primarily uses credit system for money exchanges}
Quantum Embeddings
Requirements: Quantum Computations
Building: Quantum Superconductor
15% Research bonus and 15% Production bonus
requires building: Quantum Computer
--Phase_4 Future Techs
Solar Beams
Requirements: Solar Weaponry and Terraforming
Effects: 1 Unhappiness for all cities since technology is only destructive
Unit: Solar Beam {like the nuke yet target square becomes desert}
{no pollution from this attack}
{Crystals required to build Solar Beam}
Virtual Infrastructure
Requirements: Nanotechnology and Mass Media
Effects:
Building: Virtual Reality Center {exercise, learning, entertainment within VR environments}
+25% research; +2 happiness; +1 experience for new troops
Global Wonder: Universal VR Database
+1 trade route for all cities
+50% extra gold for this city per turn
+7 Culture per turn for city
Artificial Intelligence
Requirements: Quantum Embeddings
Unit: T-105 BattleDroid STR_65 --robot soldiers--
Movement_1 ; Cost: 90 Hammers
Unit: W-20 ServiceDroid --robot workers--
Movement_3 ; Cost: 70 Hammers
{cannot be stolen only killed unlike regular workers}
Unit: HK Aerial STR_55
Movement_6 ; Cost: 290 Hammers
{can travel over land or sea = fly_mod}
{causes collateral damage}
{cannot use defensive bonuses}
{Uranium required to build HK Aerial STR_55}
These links provide some graphic stuff which may be helpful:
http://forums.civfanatics.com/showthread.php?t=175583 = Various Buttons
http://forums.civfanatics.com/showthread.php?t=169768 = Resource Buttons
http://forums.civfanatics.com/showthread.php?t=97718 = Futuristic Graphics
http://forums.civfanatics.com/showthread.php?t=117752 = New tech icons
Important
The research points for these future techs should be much much higher than normal forcing the player to focus in specific directions during the late game stage because I've noticed for most games it's only taking 3 turns for learning a technology which is on Prince difficulty. Each of these super future techs should take about 15 turns to finish because otherwise 10 new future techs will only provide 30 more game turns.
** Made a few more updates still not finished... will fill in more details when possible.
