Hydro said:
Urban Culture (new): Prereqs: Counterculture Unlocks new crimes, Drug Distributors (coin, xp for criminals, +crime), and Somali Pirates
I still don't think that Somali Pirates fits here. I was thinking on why Somali Pirates even exist and its because of International Shipping. And I know we have a building called International Port. So I looked it up and it says it comes at Logistics.
I think it should be moved to either Logistics (x76) or Globalization (x77). I know its not as far as Urban Culture (x86) but its still farther than Coast Guard (x71).
Honestly half the point of putting in the new tech here is to give a more appropriate x placement for Somali Pirates basing them on the progression scales (and on the Earth timetable.) If you wish we can ignore Urban Culture altogether and place them at Extreme Sports instead. This would be to reflect upon the kinds of boats they use (speedboats) being relatively prolific within the nation. I had originally considered that but it didn't quite sound right.
Somali Pirates are more due to gangs banding together for safety and survival in an anarchic nation that no longer provides the means for that survival. Sure shipping lanes are the target but localized organized crime models are as much a prerequisite. While it's not an OLD concept for localized gangs, pop culture does support the notion in this era. I felt it could be appropriate to reflect that with a culturally generic 'trend' that could be reflected in a tech point that could also give us (eventually) some new units beyond just a launching point for Somali Pirates.
Furthermore, I would like to eventually move counterculture back some as the 60's is butting right up against the 80's and 90's here. But I figured we might want to leave that for a more dedicated attempt to disseminate the structure of organized crime history.
Anyhow, if you want to avoid that complication for now, I suggest Extreme Sports and Counterculture as prereqs.
Hydro said:
Microgenerators: This tech PLUS Railgun unlocks Rapid Railguns
So Rapid Railguns come before Coil Guns?
I'd have to re-structure some things or at least look a little more closely at some unit prereqs if we had them open up at the same time. Microgenerators made sense as a prereq for Coil Guns.
Rapid Railguns are basically just firing smaller rounds but doing so at a mind numbing rate. The rounds are still quite large just not as large as what's fired from a Heavy Railgun. Their rate of speed leaving the barrel is just as fast as they spit out of a heavy railgun but the machine basically stays on and the rounds are loaded into large hoppers and just autofeed down into the channel so they come out of there right on top of one another, making it almost a solid stream of high speed metal being fired. These weapons are still only valid for vehicles to utilize and only ever would be.
The Coil Gun we determined would be an early handheld railgun. I figure it CAN have an automatic setting but is often used as an awfully powerful sniping rifle (making it similar to a suggestion from Civ Fuehrer a while back.) The Handheld railgun would basically obsolete it and the main thing that is needed is the ability for the power source to be derived from something larger than a guy could carry, thus accessed at Wireless Electricity. I'm thinking the only other weakness of a Handheld Railgun concept would be that you could unload basically too much ammunition at once so it would require a crew of mules just to backup the guy wielding one. Robotics probably would help with that role.
Coilguns may actually be the thing that unlocks the Rapid Railgun technologically, but in all reality we have Coilguns now... it's just the power source problem - microgenerators makes them sustainable enough to be useful for soldiers. While the Coilgun propulsion structure is much the same as a Coilgun it would keep a firing channel from overheating so would probably mean a larger version may in fact BE a rapid railgun so perhaps rapid railgun should come at the same tech... Again, this might just mean a few ships need to shift their prereqs forward a tech to Coilguns.
Hydro said:
Invisibility: Really a new tech as the old one is renamed to Cloaking. Prereqs of: Graphene Alloys & Rapid Prototyping & Quantum Teleportation. Becomes a prereq for Mesh Networks
Cloaking (Invisibility Renamed): Also unlocks Photon Shields
Yeah I also like this solution. However the old Invisibility should just be moved and the new Cloaking should get the same reqs. That way the new tech can have the tag of TECH_CLOAKING. So not to be too confusing.
Certainly.
Hydro said:
Augment Consumables: Add a BioFuel resource here.
I disagree. Biofuel has been around for a long time. In fact the Model T used corn alcohol gasoline.
Biomaterals tech is perfect for the resouce. Also a lot of buildings depend on it being there such as Biopolymer Factory and Biofuel Power Plant.
Or did you mean some sort of new Biofuel type resource and not the existing Biofuel resource we have now?
I agree with you technologically but yes I did mean a new type, something just as enhanced as the food. We also apparently from my readings lately, need to have a resource at Liquid Metals. Apparently the Shockwave engine was supposed to use Liquid Metals as a fuel source... I still think a combination of the two would be best, representing what's used at differing stages within the engine.
Hydro said:
Warmachines: Moved to x103 Prereqs: TECH_LENGINE, TECH_NANOELECTRONICS, TECH_COILGUN, TECH_AUTOMATEDSERVICES
Ok so TECH_LENGINE must be the tag for Internal Shockwave Engine. And your swapping out Railgun for Coilgun tech. And swaped out Droids for Automated Services.
(Droids is actually tagged as Automated Services right now!)Is Nanoelectronics ok i guess but what happened to the Biometic Warfare requirement? that seems like an important requirement. Especially whe it unlocks things like Mining and Farming Bots.
Good catch. You're correct that I'd overlooked that prereq. Should be included. Charts updated.
Hydro said:
Levitation: Was in the postion of Antigravity (renamed). Remove Artificial Intelligence prereq and Add Quantum Computing prereq
Is there no tech called Antigrav now?
I think you answered your own question later but I probably will end up porting over the tag name to the new position.
Hydro said:
Binary Subconciousness: The term Sentroid is appropriate from here though must make sure the tech has been reached in all prereqs to qualify for the term.
Thank for keeping the generalized term that covers more than just Sentroids. However we do have a tech called "Synthetic Sentience" (x101). We may want to rename the tech.
Strange we had that so far before 'Artificial Intelligence' as it was no? Yeah... I think something was lost in the translation between version I if Azure's proposals and the boiling down into version 'Whatever count this is' that caused this.
Good spot btw. I think this stage was supposed to represent self learning software. Machine Learning seems to have been more about a blending of a bunch of detection technologies like Machine Sight, Touch, etc... But here's where he'd originally pinpointed that we'd start inventing software programming methods that would enable programs to learn.
OUR AI, for example, is NOT a learning AI. But there ARE structures of AI that do. We COULD reprogram our AI to have some basic ideas of what could work, then give it all the same commands as a player and prompting to simply 'try' various things. Then it rates how those 'tries' went and attempts to use scientific method to isolate what REALLY works from what doesn't. It would take thousands, perhaps millions of playthroughs for such an AI to grasp this game well enough to play it halfway decently but it may well discover some new strategies this way that we haven't.
As this is currently being developed it's probably pretty much in an appropriate spot on the tree. But I can see it as a much improved development. Might also represent wider application of the new trinary chips IBM just came out with.
This was also envisioned as a major future improvement in robotics applied to the Sentinels in the X-Men books.
I can't remember the name he gave this stage of development, Affective Algorithms or something I think. Not terribly clear to laymen playing the game either.
So the name should have to do with this. Self-teaching AI perhaps. Cognizant Computing probably covers the concept pretty well but leads us down the road to the same dilemma. Open to more suggestions and I'll be thinking about it further.
Hydro said:
Weightless Flight: new tech Prereqs: Hypermagnetics and Planetary Trade, Prereq for Astrogation Constellation
Ok.
Will lead to new Air units to go along with the naval ones.
Hydro said:
Anti-Gravity Fields: New Tech position Prereqs: Synergetics; Prereq for Shielding, Orbital Megastructures, Binary Psychokinesis
Guess this is the later antigrav tech. Sounds good.
Exactly. Hopefully this sorts out the full rationale for what Azure had been trying to establish as well but hadn't been able to debate the need for as effectively as he could've been. I was actually surprised his vision matched mine nearly seamlessly in this regard.
Hydro said:
Optronics: Opens visibility to Cloaking
So units could detect cloaked units?
If equipped properly to do so from technology derived from this tech, yes... exactly. It helped me to plot out when to unlock the units that should be able to detect cloaking. Something I should've been doing all along is determining where detection tech emerges but I don't think we have a problem there - if we want to make some backroom tech tree notes and keep them solid somewhere I can try to work through and determine that for all invisibility types but I think we're generally fine... just needed to figure it out for this and a few others through this planning stage round.
Hydro said:
Abyss Colonization: Opens access to INVISIBILITY_VOID
What is void invisibility?
New form of Invisibility that's more advanced than Cloaking.
Invisibility: Materials shift the passage of light so as to make the object nearly invisible or mini cameras and display paneling work in tandem to make the object seem invisible.
Cloaking: A specialized Electromagnetic field diverts light around the object so as to make it completely invisible BUT can be detected with advanced scanners at Optronics.
Void: All waves are quantum teleported through the object and thus deny the Optronic scanners an ability to detect the diversion field used in cloaking.
Placing it at Abyss Colonization is a bit of a play on words that works in well with the advancing of the Sub line there as well. To further support this, I postulate that it's research taking place in sustained high pressure deep sea environments that enables the discovery of this new 'cloaking' system. Perhaps they find a fish that uses this technology in a biological manner and manage to capture how the mechanism can be replicated.
Note, this most recent review will require some reworking of the visibility/invisibility charts.
Hydro said:
Frictionless Flight: New tech Prereqs: Shielding, Astrogation Constellation. Prereq for Asteroid Extraction, Lunar Megastructures and Planetary Defenses
Sounds cool.
Imagine how fast we can make aircraft move through the atmosphere if they are unhindered by friction AND weight eh? Sheesh... near light speed. Advancing Electromagnetic field research may well have us nearly capable of this today but of course we're trying to plot out a reasonable progression here... Still... this sort of technology could explain the 'fast walker' UFO's often reported.
Hydro said:
Transhumanism: Prereq for TELEPATHY weaponry
Is this technological telepathy or like psionics?
Psionics. Technological comes earlier and doesn't have the weaponized application that the actual Psionic style would. This unlocks this for both human and machine as while Humans start locking on to how this works and developing it more fully backed by advanced genomics, machines would quickly replicate the process technologically and be right in the thought stream with us as soon as it becomes commonplace capabilities for people.
As a weapon it's a developed capacity for willpower to override others (interpersonal mind control) and a Psychic Shout capability that can mentally stun opponents (done as a collective of minds it can be quite overwhelming to the victims who weren't braced for it.)
Offensively it doesn't work too well against Troids but they can use it very well against Humans. Ends up being something of an EMP vs People.
Hydro said:
Humanoids: Rename to Sapientroids, Naming units Anthroids and Troids from here are appropriate
Agreed.
Cool!
Hydro said:
Thermal Negation: Prereq: Gaia Ecology and Advanced Shielding. Prereq for Weather Control and Subterranean Exploration. Required for Improved Frost Weapons and Thermal Negation Shielding.
This a new tech?
Yes. I think some of these later new tech submissions I may have forgotten to put 'new tech' before.
You can imagine how effective it would be if we sandwiched a zone of absolute zero temperature between two electromagnetic fields... this would be the explanation of the Thermal Negation Shield. Stops anything that cannot completely overwhelm the field's freezing capacity dead in its tracks as there is no motion to be had within an absolute zero space. Same technology opens up a very advanced Frost Beam weapon that at the core of the beam strips all heat period. Not terribly effective against ship hulls but helpful in attempts to detain or stop some ships dead in their tracks. Works great against nano as well. This is generally the primary weapon of the highly advanced Cutter line.
Hydro said:
Nano-Disassembly: Prereqs: Nanoshielding, Sentient Earth. Prereq for Nanotroids. Is prereq for INVISIBLE_NANO and Nanocollectivity (A defensive and invisibility ability only available to Troids) - allows them to become an atomized cloud and reassemble. Does not allow any kind of ability to act as a lethal nanite cloud when dissassembled.
Molecular Scanning: Equipment that Enables a unit to see INVISIBLE_NANO units. Scans a large scale area for all molecular activity. Prereqs: Sentient Earth, Nanomorphics, Photonic Satellites. Prereq for Extraterrestrial Agriculture and Attometer Engineering
Crazy cool!
Nanotroids: Prereqs: Nano-disassembly, Weather Control. Also a prereq for Planetary Terraforming. Should unlock the dreaded Nanite Cloud. Not yet complete morphology - cloud always stays a cloud as its processing requires it. But the cloud is lethal and kills at a molecular level.
I like!
Attometer Nanomorphism: Should unlock a Troid unit that can become any Troid unit that's been tech accessed before and after this point. Prereqs: Attometer Engineering and Sapientroid Clouds. Additional prereq for Artificial Planets. Units utilizing this tech are quite weak to disintigration and antimatter.
From a game point of view how do you get unit to do this?
I plan to create a mission that enables the unit to pull a popup selection list of qualifying unit types and you basically just 'upgrade' the unit into that type but the unit retains an identifier that keeps allowing the mission to be called up at any time. No movement involved in changing form and many upgrade prereqs (including the cost) are ignored. Shouldn't be too hard a project actually... rather simple - so when I get to a point where I'm ready to make that unit I'll develop out the necessary programming. It would work generically for other polymorphic parameters as well which would be cool for Fantasy mods off of C2C down the road. As usual, incorporating it into the AI will be the interesting part but by the time I go to create this effect I should be so familiar with all the AI structures for units that it won't be tough to work it in where necessary.
One thing I'm trying to sort out would be how to work equipments on such a unit but I'll figure it out somehow.
I'm glad you liked this mapped out progression of Troids into Nanotroids. I think it should be pretty wicked cool. Soon as I had sorted it out I was rather attached to the progression. Having Nanite Clouds at Weather Control seemed... incorrect. Perhaps a play on words but just not quite right.
Hydro said:
New Tech: Gravity Control (x123/y13), Prereqs: Attometer Engineering. Becomes Prereq for Artificial Planets, Interstellar Colonization (and primary prereq for more below.) Actual achievements at this point are probably going to be more based on further improvements in ferrying from a planet to its moons. Deep Sea exploration and further Deep Sea colonization could benefit here as well, either directly or as a derivative.
And level 3 antigrav tech. Much better progression.
Yeah exactly. I quite like how that works out this way.
Hydro said:
New Tech: Weaponized Gravity Fields (x124/y13), Prereqs Gravity Control, Advanced War Machines. Becomes Secondary Prereq for Singularity Stabilization.
Sounds reasonable.
Hydro said:
New Tech: Phasing (x128/y3) Prereqs Transtangible Neutrino Accelerators and Wormhole Communications (where some detection of phasing may also exist). Becomes a prereq for Time Travel. Prereq for any Phasing based technological abilities.
Yeah I remember this from our discussions.
Understand that from a game effect basis, this really only amounts to a more advanced Invisibility form. That second tech for transdimmensional states would need some more programming but could be far more effective. Again, there's an ability to stage some 'levels' of effect here much like the stair stepping we have now done with Antigravity.
I do assume that there will be quite a bit more technologies to be introduced at some point on the later galactic stuff.
@TB
I also have some left over tech names on my tech tree from MrAzure's Galatic era. However I am unsure what they were supsoe to do.
x115
- Amino Architecture
x116
- Marine Colonization
- Neuron Architecture
x117
- Creation Dogma
- Neuron Armarment
- Maslov Modification
x118
- Luna Jurisdiction
- Conscious Flora
- Cognitive Augmentation
- Soul Emulation
x119
- Immersive Reality
- Luminal Broadband
- Binary Agriculture
- Aerial Colonization
- Picotechnology
- Species Amalgamation
- Essence Transistors
x120
- Planet Scanning
- Binary Omnipresense
- Inner Solar System Piracy
- Gaia Computing
- Molecular Teleporatation
- Element Enginnering
- Luminal Organisms
- Synthoid Organisms
So do we already cover these? Do we need any of these or do we want any of these?
There is a lot more stuff in the Galactic and Transhuman threads that MrAzure posted.
I looked for the Galactic thread and couldn't find it... I might be able to find some more time to research that if you can link me to it.
The one thing that stands out on that list that would really have an impact on the navies (which is as far as I'm going into lategame devel at the moment) was Neuron Armament... I'd like to get a better idea of what he meant by this and how it would differ from other weapon forms at this time. Perhaps an improved Ion weapon might be in order from such a tech.