Ideas for C2C

Noah's Ark (World Wonder)
https://en.wikipedia.org/wiki/Noah's_Ark
Required Tech: Naval Warfare
+2 :c5happy:, +4 :culture:, +5 :food:, +2 :gp: (Great Prophet)
Quantity of Animal Resources produced is increased by 100% in this City (if possible do this in the editor).
+1 Popultaion in All Cities
Builds Water Units +25% Faster
Requires City Size of at least 6
666 :hammers:
 
Some great ideas here I'm sure but are they all just being added in without any testing?

Have you ever been to the Atomium? I wouldnt call it a World Wonder- bit better than Mini- Europe though :)
 
Some great ideas here I'm sure but are they all just being added in without any testing?

Have you ever been to the Atomium? I wouldnt call it a World Wonder- bit better than Mini- Europe though :)

I think you mean integrating/balancing not just testing. I try and make them fit with the broader picture, yes. Was The Atomium a wonder in 1953? I think it classifies.
 
Advanced Seedships
Enables: Interstellar Migration (Immigration Civic)
Interstellar Migration
Upkeep: Astronomical
+2 :health: in All Cities
+3 Trade Route (:traderoute:) per City
+70% :commerce: from Trade Routes (:traderoute:)
Colony Habitat: +3 :food:, +2 :commerce:
Colony Hydroponics: +2 :food:, +1 :commerce:
Colony Manufactury: +1 :food:, +2 :hammers:
Colony Solar Array: +1 :food:, +1 :hammers:, +1 :commerce:
20 Crime/Turn (City)
 
What I meant was Modern Physics and Early Computing (the requirement you proposed).

The second law of thermodynamics is (mostly) about closed systems, which this evidently is not. Indeed, earth itself "exports" entropy on the night side to space, which is one of the requirements of life on this planet.

Edit: Did not realize this was on the last page. But why is "Interstellar Migration" so weak when it is a Galactic Era civic with astronomical upkeep? At the very least this should give more than 1 :traderoute: per city and more :commerce: as well, otherwise this is hardly more powerful (if at all) than Trade, an ancient civic.
 
Transhumanism (drift from x113 to x92, because Transhumanism is modern ideology not far future)
https://en.wikipedia.org/wiki/Transhumanism
Requires: Wearable Computers, Machine Learning, Cloning
Leads to: Cyberpunk, Digitization
Enables: Transhumanism (Religion Civic), Humanity+ (Project)
Transhumanism
Upkeep: Astronomical
+2 :c5happy: in All Cities
+2 :health: in All Cities
+15% :science: in All Cities
+5 :c5happy: from Genomic Encyclopedia, Proetomic Encyclopedia, Computer Center, Technological Capital
+1 Free Specialist per City

Humanity+
https://en.wikipedia.org/wiki/Humanity+
Starts a Golden Age (For Creator)
Enables Humanity+ Branch (For All Players)
32000 :hammers:
Humanity+ Branch (National Wonder)
+20 :science:, +15 :culture:
+1 :c5happy: in All Cities
Can turn 3 Citizens into Scientist
30 Education/Turn
16960 :hammers:
 
Electric Arc Weaponry
Enables: Electric Arc Weaponry Plant (Building)
Electric Arc Weaponry Plant
+10% Military Unit Production
New Siege Weapons Receive +1 Experience Points
New Gunpowders Receive +1 Experience Points
New Wheeled Receive +1 Experience Points
New Tracked Receive +1 Experience Points
New Hi-Tech Receive +1 Experience Points
New Dreadnoughts Receive +1 Experience Points
New Throwing Receive +1 Experience Points
Requires Access to Power
Requires Computers
Requires Liquid Metal Wares
Requires City Size of at least 13
5141 :hammers:
Acoustic Weaponry
Enables:
Acoustic Weaponry Plant (Building)
Acoustic Weaponry Plant
+10% Military Unit Production
New Siege Weapons Receive +1 Experience Points
New Gunpowders Receive +1 Experience Points
New Wheeled Receive +1 Experience Points
New Tracked Receive +1 Experience Points
New Hi-Tech Receive +1 Experience Points
New Dreadnoughts Receive +1 Experience Points
New Throwing Receive +1 Experience Points
Requires Access to Power
Requires Computers
Requires Nanogenerators
Requires City Size of at least 13
5883 :hammers:
Ion Beams
Enables: Ion Beam Weaponry Plant (Building)
Ion Beam Weaponry Plant
+10% Military Unit Production
New Siege Weapons Receive +1 Experience Points
New Gunpowders Receive +1 Experience Points
New Wheeled Receive +1 Experience Points
New Tracked Receive +1 Experience Points
New Hi-Tech Receive +1 Experience Points
New Dreadnoughts Receive +1 Experience Points
New Throwing Receive +1 Experience Points
Requires Access to Power
Requires Superstrong Alloy Wares
Requires Nanogenerators
Requires City Size of at least 13
6360 :hammers:
Frost Beams
Enables: Frost Beam Weaponry Plant (Building)
Frost Beam Weaponry Plant
+10% Military Unit Production
New Siege Weapons Receive +1 Experience Points
New Gunpowders Receive +1 Experience Points
New Wheeled Receive +1 Experience Points
New Tracked Receive +1 Experience Points
New Hi-Tech Receive +1 Experience Points
New Dreadnoughts Receive +1 Experience Points
New Throwing Receive +1 Experience Points
Requires Access to Power
Requires Liquid Metals Wares
Requires Nanogenerators
Requires City Size of at least 13
8900 :hammers:
 
Battlefield Sports
Enables
: Speedball 2100 (World Wonder), Clone Battle Royale (World Wonder), Running Man (World Wonder), Tekken (World Wonder)
Speedball 2100
+5 :c5happy:, +15 :gold:, +3 :gp: (Great Artist)
-20% Military Unit Production
+1 :c5happy: in All Cities
+2 :health: in All Cities
+30% Golden Age Length
Requires City Size of at least 13
40000 :hammers:
Clone Battle Royale
+2 :c5happy:, +20 :culture:, +3 :gp: (Great Artist)
-20% Military Unit Production
+1 :c5happy: in All Cities
+8% :hammers: in All Cities
Free Android Factory in Every City
Requires City Size of at least 13
40000 :hammers:
Running Man
+2 :c5happy:, +12 :gold:, +10 :culture:, +3 :gp: (Great Artist)
-20% Military Unit Production
+1 :c5happy: in All Cities
+8% :gold: in All Cities
+2 :gold: from Celebrity in All Cities
Requires City Size of at least 13
40000 :hammers:
Tekken
+2 :c5happy:, +12 :gold:, +10 :culture:, +3 :gp: (Great Artist)
-10% Military Unit Production
+1 :c5happy: in All Cities
+8% :espionage: in All Cities
+5 Free Celebrity
Requires City Size of at least 13
40000 :hammers:
 
Cybersociology
Enables
: Cybersociology Lab (Building)
Cybersociology Lab
-45.00 :gold: for building maintenance
+7 :science:
Can turn 1 Citizen into Scientist
10 Education/Turn
-8 Crime/Turn
Requires Androids
Requires City Size of at least 13
7738 :hammers:

Binary Legislation
Enables: Android Courthouse (Building), Android Jail (Building), Android Law Center (Building)
Android Courthouse
+5 :espionage:
-45.00 :gold: for building maintenance
Can turn 1 Citizen into Spy
-10 Crime Turn
Requires Androids
Requires City Size of at least 13
9434 :hammers:
Android Jail
-50.00 :gold: for building maintenance
+25% :espionage:
-25% War :c5unhappy:
Can turn 2 Citizens into Spy
-15 Crime/Turn
Requires Androids
Requires City Size of at least 13
9434 :hammers:
Android Law Center
-10.00 :gold: for building maintenance
+2 :c5happy:
5 Education/Turn
-10 Crime/Turn
Requires Androids
Requires City Size of at least 13
9434 :hammers:
 
Galactic Federation
Enables: The United Planets (Project)
The United Planets
+2 Free Great Statesman (For Creator)
Enables The United Planets Agency (For All Players)
250000 :hammers:
The United Planets Agency (National Wonder)
+5 :c5happy:
+2 :c5happy: in All Cities
+100% :culture:
+30% :science:
+100% :gold:
+50% Trade Route Yield
Requires City Size of at least 25
160000 :hammers:
 
Are the binary legislation buildings supposed to deal with crime committed by androids? If so, shouldn't that crime be present before it is dealt with?

Or is this about android law enforcement? In that case it should be civic limited, because I don't think most societies would be willing to give that kind of power to AI.

Edit: Both the special weaponry and the battlefield sports are almost clone buildings. This feels very generic. I think a bit more "flavor" would be better.

Regarding Transhumanism: The idea is already there, but it is a fringe group. I think it would take improving the human body with artificial measures beyond the natural limit before people would really flock to those ideas. It might take the proven ability to reawaken someone from cryogenic sleep - and that is far future.
 
Are the binary legislation buildings supposed to deal with crime committed by androids? If so, shouldn't that crime be present before it is dealt with?

Or is this about android law enforcement? In that case it should be civic limited, because I don't think most societies would be willing to give that kind of power to AI.

Edit: Both the special weaponry and the battlefield sports are almost clone buildings. This feels very generic. I think a bit more "flavor" would be better.
.
I mean Courthouse for Androids, Jail for Androids. We have Android Hotel building = Hotel for Androids.
 
Astroecology
Enables
: Astroecology Lab (Building)
Astroecology Lab
+2 :health:, +13 :science:, +5 :food:
-30.00 :gold: for building maintenance
Can turn 1 Citizen into Scientist
12 Education/Turn
Requires City Size of at least 13
19000 :hammers:
 
I interpreted Binary Legislation more as rule by AI, rather than rules to govern AI/androids. I have a few buildings there now. I also have an Applied Sociology Lab at Cybersociology. The principle is more about using big data and automated reasoning to shape society, as well as to address new social problems raised by new technologies.

I would also lobby against moving Transhumanism, since I have also put a couple things there that would be disrupted by moving the tech. Personally I am rather skeptical of the whole notion of Transhumanism, but our tech tree and much of the future content depends heavily on it. And there is a strong line of reasoning that a human future in space may require substantial cognitive or biological modification.

At any rate, I would invite you to take a look at my space colonization modmod. If we both work on ideas for future era buildings, there is likely to be a lot of overlap.
 
I think Binary Legislation is supposed to mean AI emancipation, so it could mean both. This is mostly a cultural problem, I think, becoming very urgent once we have human-level AI (if that's possible - there are strong arguments which could mean it's truly beyond our reach).

Also please note that this is about AI, meaning robots. Cyborgs could be completely different. Robocop and Darth Vader are essentialy humans with full-body prosthetics, so they should already be considered people.

Edit: Of course, there is a second problem following almost immediately. If you had human-level AI today, you would have superhuman AI in a year (in fact, that would start the technological singularity). There is the big question if we would still have human emancipation at that point.
 
Megastructure Engineering
Enables:
Shimizu Mega-City Pyramid (World Wonder), Ultima Tower (World Wonder)
Shimizu Mega-City Pyramid
https://en.wikipedia.org/wiki/Shimizu_Mega-City_Pyramid
+10 :gold:, +10 :espionage:, +10 :science:, +6 :gp: (Great Engineer)
No :c5unhappy: in this City
No :yuck: in this City
+5 Free Specialists
-20 Crime/Turn
20 Tourism/Turn
Requires Levitation Generators
Requires Nanoactuators
Requires Novus Chemicals
Requires Nanogenerators
Requires Liquid Metal Wares
Requires City Size of at least 25
65000 :hammers:

Ultima Tower
https://en.wikipedia.org/wiki/Ultima_Tower
+3 :c5happy:, +10 :gold:, +10 :espionage:, +6 :gp: (Great Engineer)
Stores 35% of :food: after Growth
+50% :gold:
-20 Crime/Turn
20 Tourism/Turn
Requires Levitation Generators
Requires Nanoactuators
Requires Novus Chemicals
Requires Nanogenerators
Requires Liquid Metal Wares
Requires City Size of at least 25
65000 :hammers:

Vertical Farming
Enables
: Bionic Tower (World Wonder)
Bionic Tower
https://en.wikipedia.org/wiki/Bionic_Tower
+4 :c5happy:, +4 :health:, +20 :food:, +6 :gold:, +2 :gp: (Great Engineer)
+2 :health: in All Cities
15 Tourism/Turn
Requires Novus Chemicals
Requires Nanoactuators
Requires Nanogenerators
Requires Liquid Metal Wares
Requires City Size of at least 13
61000 :hammers:
 
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