Future techs mod

phbreng

Chieftain
Joined
Jun 3, 2006
Messages
49
Is there a mod already made that would extend technologies for a future far away?

Like, i am a fan o battletech games, and i thougth about a mod that create some more techs after the Last one (future tech) that would be futuristic techologies, leading to futuristic units, like the battlemechs

Maybe the Space race victory would be postergated to a later technology.

its just some ideas, and since i dont have the time and know-how to create a mod, maybe one of you people like this idea and start putting it to work
 
Yes I was looking for the same thing because when you play on customized huge worlds using islands with lots of civilizations the game does take much much longer... and it would be nice to research something other than FutureTech_4... FutureTech_5 and so on and so on. I always play with only Domination and Conquest Victory.

If one doesn't appear I will eventually start to make one... it's unfortunate one doesn't already exist which isn't mass bundled with other techs and other changes. If it does exist... we haven't been able to find it.
 
I have already suggested a "science fiction mod" in my questions about sea-colonies. Maybe people interested in such a thing could unite and build it together. Also... if any of you (or anyone else) is interested in the SDK and changing source code, you may want to take a look at this thread.
 
Any updates Tholish? :)

or anyone ? ( I might have to start my own )


Even in my current game where victory can only be from domination I'm near the end of my research... I only wish there was more future type techs.
 
What I'm working on actually starts at the end of the regular tech tree and extends up to approximately an Enterprise era level of technology and is set in the solar system. Everything is ready for a sort of alpha release except buildings and improvements which I will complete sometime over the July 4th weekend. It will be playable but will probably need extensive balancing and playtesting. Mind you this is all XML work except a couple of mods I included from others (Revolution, Retreat, Icebreakers, and Forestry). All new units, (maybe a dozen) were downloaded from CivFanatics, except one really lame one I made using an effect. Same with the buildings and improvements.

What you are looking for is simply the regular tech tree with an added Future era, maybe a dozen techs. Once I'm done with Solaria it will be a snap to do something like that. Most of the groundwork will be there and it will be simple to adapt it. The problem is that the future involves space travel, and unless you use space you start straining credulity. ("If they have teleportation between cities, why haven't they colonized Mars?")

Several possible solutions exist:
1. Include space. I'm doing that in Solaria. One long thin solar system laid out in X, planets are vertical bands that wrap in Y. All terrains are land. All units are land. Space is impassable and spacecraft can traverse impassable. On Earth sea has an invisible feature that land units cant pass and land has an invisible feature that sea units can't pass so viola, land and "sea" units work. The main design problem I am currently facing is bonuses. Spaceports act as airports opening up airtrade, but some things are just not easily transported between planets in large quantities, but civ gives me no easy way to make some bonuses local and others interplanetary.

2. Represent space colonies as buildings, wonders, and projects. Regular civ with it's space race does this. Extending the future era, and leaving the interstellar colony for later, you could have buildings or wonders that represent off world colonies. A national wonder "Mars Colony" would do...what? Or a small world might be a regular wonder that only the firstest with the mostest could get. Another problem here is what to do. You can add units, there are plenty of cool ones that could top the Modern Armor and etc...You could add buildings and stuff and just more bigger and better. I'll work out something like this after Solaria. FusionPower, CheapRobots, SyntheticBlood, Cyborgs, Artificial Intelligence, Androids, Virtual Reality, Brain Implants, RoomTempSuperconductors, NanotubeFabric, HumanGeneticModification, HumanCloning, Nanotechnology, BeamWeapons, SeaColonization, Antimatter, Cryogenics, Immortality, SpaceIndustry, InterstellarColonization, Terraforming, Transumutation, Antigravity, Microsingularities. That will only work for a little while though because part of progress is not just more but qualitative difference. If you want to just tack this on at the end of the tech tree you can't just recycle old functionalities like you could if you started later. If you started with the rennaissance you could assume there are roads everywhere and use railroads or superhighways as roads and have say Maglev railroads as the route you get in the future instead of railroads. For example.

3. Limit human expansionism some way. Say, postulate that outer space is full of cancer causing cosmic rays so people can't live there. Or introduce alien invaders. I'm thinking maybe a kind of barbarian that shows up in the future era that has flying saucer units. But as they advance they become terribly viscious and actually create wilderness. Also fighting them all the time keeps tech progress down. And they won't let you go into space.

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.
 
To Tolish
I am very interrested by your work, because i'm work on same mod, with 14 new techs after the modern tech tree, and with some new concepts but i would like add some others techs and buildings, but my ideas stop...
tell me when you finish it, i want to see your work...
 
Heres an idea I came up with for an opensource game and mostly based on Tiberium from Comand and Conqour

Stellar Barnicles:
a green Inorganic diamondhard radioactive crystal which imbeds itself into a ships hull and rapidly melts/disintigrates it and grows by acreation, Cosmic radiation is absorbed for an energy source. Though superhard crystals of large size builds up internal preshure of thousands of giga-pascals and eventualy explode with incredible force into millions of tiny flying fragments. These fragments are strewn through the outer reaches of the solar system (solar wind keeps them away from the inner system) Every ship atempting to leave the system has been struck by such fragments which rapidly encrusted the hull and doomed the ship, no material immune to its destructive effects has ever been found as it can break down mater at the molecular level and its chemical structre seems to be flexible enought to use all know elements. Apart from metabalism and Homeostasis Barnicles apear to qualify as lifeforms (though this is hotly debated). Samples have never been returned to Earth due to fear of a Plauge that could encrust the whole Earth, ships showing signs of infestation are destroyed imediatly or sent on one way trips out of the Solar System.
 
is there going to have mechs??????!??!?!?!?!

Please please put a few mechs on this mod!!!:crazyeye: :crazyeye:
 
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. :p

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. :)
 
And don't forget the quantum computer. Also, some special kind of crystal? How about a superconductor that makes beam weapons possible (actually it would be the rare metal that is needed for the compound that is superconducting, but we can just call it "superconductor").

There was a thread in civ3 about how mechas are not something a smart civ would ever make. They do the same thing as a tank or a helecopter, but are less well designed. High target profile, high center of balance, high psi feet.
All they do is look cool.

There's only one mecha like unit in Solaria, and it's downsized to just be robot infantry, which has a niche since infantry is good for attacking cities.
For a future tech mod I'll see what I can do. Graphics for civ 4 are just not as abundant, and the only thing civ 3 is good for now is lots of buttons.
For unit and building buttons I just cut and paste a screenshot of the item in action.

As for making future techs more expensive than modern ones, one would have to go back and make all earlier techs cheaper and slow down tech progress generally, because by the modern era you are up against a one thousand beaker limit.
 
This is victory condision suggests(exuse wrong spelling).

Remove space race victory.
It could be as you say a giant national project and my idea is the first completing space race vic. gets a new planet with a settler or two and the second and third and fourth and so on lands on a random land place on the same planet!
And when they completing space race the could build some mighty airplanes and units.

Remove Dip. and dom. vic. completly.

Conquest and culture vic. shall ofcourse be untuched.

In real game its time victory.
Time victory is what i think the end of the world.
Its year 2050.
You could change the end of the world to year 3000 instead.

Great idea!;)


/Gandhi rules
 
Tholish said:
And don't forget the quantum computer. Also, some special kind of crystal? How about a superconductor that makes beam weapons possible (actually it would be the rare metal that is needed for the compound that is superconducting, but we can just call it "superconductor").
I've added Quantum technologies to the Phase Tech Tree... gave them their own area. I'll add more when I have time.
Some rare metal is also fine... I listed the crystal as a resource since it seemed very futuristic exotic and possibly used with lasers.

Tholish said:
There was a thread in civ3 about how mechas are not something a smart civ would ever make. They do the same thing as a tank or a helecopter, but are less well designed. High target profile, high center of balance, high psi feet.
All they do is look cool.
Well in todays current technology mechas/mechs are not reasonable. Miniaturization and stronger yet lighter armor/weapon types will continue to evolve. A possible future with mechas means one or two soldiers control a large destructive tank type machine yet it's built with much greater agility and speed compared to a tank.

Tholish said:
There's only one mecha like unit in Solaria, and it's downsized to just be robot infantry, which has a niche since infantry is good for attacking cities.
For a future tech mod I'll see what I can do. Graphics for civ 4 are just not as abundant, and the only thing civ 3 is good for now is lots of buttons.
For unit and building buttons I just cut and paste a screenshot of the item in action.
I've added some details to the artificial intelligence tech which can use your robot infantry.

Tholish said:
As for making future techs more expensive than modern ones, one would have to go back and make all earlier techs cheaper and slow down tech progress generally, because by the modern era you are up against a one thousand beaker limit.
Bummer I didn't know a MAX research limit was set... well another idea to slow down research is by having the first new technology make libraries obsolete. Is the one thousand beaker limit permanently set within the .exe file... it would be great if we could increase this limit.
 
Tholish said:
As for making future techs more expensive than modern ones, one would have to go back and make all earlier techs cheaper and slow down tech progress generally, because by the modern era you are up against a one thousand beaker limit.

If we can't increase the beaker limit then another idea springs to mind which will work better than making earlier techs cheaper or making libraries obsolete.

Here's the idea:
Each of the future technologies will have an instant effect of negative_20% for total research to the nation which discovers the technology thus making it harder and harder to research new technologies.
The negative_20% is not cumulative thus only effecting the current total.
Is this possible or something along this direction ?
 
NT_Jedi said:
Terraforming
Requirements: Ecology and Lasers
Effect: All workers 25% more effective
Effect: +1 food for watermills

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

Terraforming and advanced terraforming were added in the terraforming mod. They allow you to change various types of terrain into other types, which is a better effect than +1 food for watermills, in my opinion.

Roger Bacon
 
RogerBacon said:
Terraforming and advanced terraforming were added in the terraforming mod. They allow you to change various types of terrain into other types, which is a better effect than +1 food for watermills, in my opinion.

Roger Bacon

Excellent news a mod already provides this... I'll update the future tech info later today or tomorrow.

Any advice regarding the 1000 beaker limit mentioned by Tholish?
Is my suggestion feasible within post#16 Jun 28, 2006 01:28 PM?
 
Tholish said:
As for making future techs more expensive than modern ones, one would have to go back and make all earlier techs cheaper and slow down tech progress generally, because by the modern era you are up against a one thousand beaker limit.

What is this 1000 beaker limit you are talking about? I know you are not talking about tech cost because some techs already cost more than 1000.

Roger Bacon
 
i've done a future-tech-mod for my own and that it looks like:

industrial magnets
allows maglev
=> or-prereq: composites

superconductor
-ww: laboratory for fielddynamics: +25% science
=> or-prereq: industriall magnets
=> and-prereq: refridgerating

advanced ionengines
-u: ionfighter
-u: ionbomber
-u: transportionocopter
-u: attackionocopter
-p: ss-engines
=> or-prereq: superconductor
=> or-prereq: applied quantmechanics

global networking
+2 trade-routes
=> or-prereq: fiber optics

artificial intelligence
-ww: ai-pyramid: bigbrother facilities in all cities, -50% anarchy-phase
-b: bigbrother facility: +5 unhappy, -10% warwearriness
-u: auonom artillery
-u: autonom sam
-p: ss-cockpit
-p: sdi
=>: or-prereq: global networking
=>: and-prereq: genetics

fuel cells
-u: modern uboat
=> or-prereq: ecology
=> and-prereq: composites

robotics(changed)
-b: autonom factory: +25% production

nanoconstruction
-b: nanofactory: +50% production, +10% spaceship construction
-wp: orbital startingplattform (needed for the space-victory)
-p: ss-hull
-u: transportekranoplan
=> and-prereq: robotics

highpressure chambers
-u: subcruiser
-u: spysubmarine
=> or-prereq: nanoconstruction

intelligent materials
-u: stealthcarrier
-u: stealthbattleship
-u: stealthcruiser
-b: nanorecycler: no illnes through buildings, +20% healing per turn
-p: ss-docking bay
=> or-prereq: nanoconstruction
=> and-prereq: artificial intelligence

nanitic armoury
-u: infantrytank
=> or-prereq: intelligent materials

advanced genetics
+3 health nationwide
-ww: human genom: +5 health
-p: ss-life support
=> or-prereq: genetics

neural interface
-b: park of virtual reality: +10 happy, +2 culture, -10% warwearriness
=> or-prereq: advanced genetics
=> and-prereq: global networking

cybernetics
-u: mech
-p: ss-stasis chamber
=> or-prereq: neural inerface
=> and-prereq: nanoconstruction

genetic manipulation
+10 health
-b: foodreplicator: +5 health, +55% foodstorage
-b: longlife-institute: +5 happy
=> or-prereq: cybernetics

applied quantmechanics
-b: quantcomputercentre: +15% scinece, +50% spaceship-production
1 free scientist for whom who discovers first
=> and-prereq: physics
=> and-preerq: computers

chaostheory
-ww: chaostheory: +35% science in this city
=> or-prereq: applied quantmechanics
=> and-prereq: superconductor

applied chaostheory
+15% production
-b: city-forceshield: -5% warwearriness, +50% against nukes
-ww: national forceshield: city-forceshield in every city, +50% defence in every city, -5% warwearriness, +1 happy
=> or-prereq: chaostheory
=> and-prereq: neural interface

plasmaweapons
-u: plasma infatry
-u: plasma tank
=> or-prereq: applied chaostheory
=> and-prereq: advancedionengies

fusion
1 free eingineer for whom who discovers first
-b: fusionplant: free energy, +1 happy, +2 health, only 2 per civ
=> or-prereq: advanced chaostheory
=> and-prereq: fission
=> and-prereq: nanoconstruction

world-formula (ganzheitstheorie)
+50% worker-speed
1 free scientist for whom who discovers first
+15 happy
-u: hover infatry
-u: hovertank
=> or-prereq: applied chaosteory

future-tech
=> or-prereq: world-formula
=> and-prereq: genetic manipulation


puh...that's my future-techs mod :D
i haven't played it, since i'm still in the ancient times ;):D
 
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