My C2C ideas and possible fixes discussion

Criminals are Chaotic Neutral in this game then (against laws, doesn't care about morality).
Pretty much. Some are evil but some are even kinda good and just standing against oppression.
Another I've been floating around for some time is political ideology. They act like religions, but they enable civics associated with them or they have a synergy that makes those civics more powerful. They also give buildings and enable some. You can even state-sanctioned ideologies much as you can have state religions and they would be enabled picking authoritarian type civics.
All a development that will be possible to build into when the Ideas Project gets traction and off the ground, along with languages and some other factors.
 
Then should the tech be renamed "Drug Prohibition" to fit the style of it representing "the war on drugs"? The birth of rap music was in the 70s so around the time of New Urbanism and Microprocessor techs. A new tech called "Hip-Hop Music" or "Rap Culture", requiring Minority Rights. As for the graffiti, that could be another tech, requiring Rap Culture, called Street Art and whatever makes it flow better. It could be in the place where Urban Culture is now or just below it. That could be the new prereq for Information Lifestyle in place of Urban Culture.
I don't really see the need to break all that up into individual techs necessarily and drug prohibition was in place the whole time - the war on drugs was actually a cover of an invitation for inner city gangs to deal in them in part to appear more like we were against it when we were the perpetrators of it, and some individuals got caught on the side of being sentenced, which was also largely to create a slave labor force. Rap wasn't really much of a 'thing' until the early 80s, all around the same period - before that you did have some emerging hip-hop and such that led into rap. Besides, until the tech is filled with what it was intended to hold, splitting it up now just makes for empty techs.

Looking at the tech chart we're working on redesigning now, you ARE right that the tech is a column too far to the right. It should be coming off new urbanism.
 
I've done some quotes for information and nanotech. I'm going to do some for transhuman. The quotes are by a fictional character of mine I've had for ages during my youth, going by the name Edward. A German robotics scientist, he recalls what he thinks his previous life during the 21st-28th centuries, into to realize at the end of his memoir that his memories and life were fabricated. Part of a simulation he was part of. Willingly.
 
Urban Culture also represents rap music's birth, the proliferation of graffiti as a revolutionary art style, and the invention of the 'war on drugs', as well as an era where inner cities begin to decay and little is being done about it.

The tree is about to be adjusted somewhat as well.
I think that culture techs are in itself "weird ". I agree with @Sir Monster The Great that by that definition it is very centric on the United States, but I would say that in general the same can be said about most cultural moves being specefic to an area. Also some crimes make only sense on a specific context. Wouldn't be better to represent culture outside of tech? For game purposes, the Marxist approach of culture as a result of the material conditions could be good: GA could start new artistics movements depending on the tech level and some conditions ( for example Rap having a pre-condition of a certain city size).
 
This (secondary "tech" trees) is pretty much the only thing I can think of (other than 64bit exe) where Civ V is an improvement - never mind the implementation (like: no adaptation of government form at least before Industrial).
 
Can somebody revert (or give the option to) the tech tree design? Leave everything else. I just want the one where you can pick the eras and it didn't slide all over the place when I alt-tab as I often do.
 
There are several resources given by buildings that don’t affect anything. This is a list of them and possible buildings that they could affect or enable. At least three buildings affected/enabled are needed for a resource to be satisfactory.

Advanced Replicator: +5:hammers:% to factory buildings like the Molecluar Assembler.

Aerogel: +1:hammers:% to 3D Printing Mills.

Algae: +1:gold:% to Super and Hypermarket like other food items.

Alice Matter: Don't know.

Artisan Planets: Enable a building akin to Planetary Art Show or give +25:culture: to Distant, Transstealler, and Intersteller Colonies.

Atomically Precise Alloys: +1:hammers:% to Alpha Assembler.

Beads: +1:culture:% and +1:gold:% to Barber and Hair Salon.

Berlinite: +1:gold:% and +1:hammers:% to Pottery Factory and +1:hammers:% to Chemistry Lab.

Berries: +1:gold:% to Hypermarket like other food items.

Bionic Suits: +1:hammers:% to Delta Assembler and +1:gold:% to Athletic Megacomplex.

Borax: +1:hammers:% to Forges and Foundries.

Caseium: +10:science:% to Atomic Clock.

Calculators: +1:hammers:% and +1:science:% to all Schools. Required for future buildings like the Laboratory.

Candles: +1:hammers:% to all non-Industrial Housing (Hovels for instance).
 
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