Hydromancerx
C2C Modder
I'm not sure what Artificial Nucleosynthesis is supposed to be exactly... maybe that would be even more appropriate. The materials of the ship aren't really the factor here - it's more of a REALLY advanced physics trick.
Ok I found something ...
1. Nope. Antigrav and Gravitronics are separate, you need artificial nucleosynthesis or an artificial star or a miniature black hole to create gravity. Repulsion and Attraction are different in Space 4xgames.
2. Why do you think the word Homeworld is used to describe the starting planet in Space 4x Games? It is not one nation, it is just a planetary peace treaty/trade treaty with usually a few monopolistic cultures. It just means a more powerful version of the United Nations. There will always be waring factions on the moon and space pirates.
3. Attometer Engineering AND Atomization Field is Attotechnology.
Picotechnology = individual atoms.
Fermitechnology = subatomic particles.
Attotechnology = what makes up subatomic particles.
4. It makes sense because we are describing the function or aesthetic design. Where do you think the Slums will upgrade too, not everyone is in Ultratech housing. We are describing the funtion of the Organelle. A Mitochondria Power Plant will be powered by artificial mitochondria, and a Nucleus Courthouse just means that it is a biological courthouse whose general architecture resembles a Nucleus in aesthetics. Even if the naming scheme is altered, it means buildings that reproduce. Tyranids are a galactic civilization.
Which means he is actully talking about Nucleosynthesis after all.
Also you can see he also had a tech called "Gravitronics" which I hink is along the line you were thinking of the the gravity stuff later.
What I've got so far here is as far as I'd planned to go with tech work in the Galactic era... its enough to justify the progressions on these units and what takes place beyond that or develops around that is something I'm more than happy to leave alone for now. This project wasn't intended to become a Galactic Tech tree development project but I do want the proper landing points for the techs they need. If these naval units that crossover into land use as well are all the game has (besides what it already does) at the end of the tech tree then at least it has something deeper than what we've got now. As we work through more units and other design paths we'll fill in more gaps there later. If that process means making some adjustments to what's done for this project then so be it. The tree is always a work in progress. Forming a few more vertebra to work the future around from this project should really only help down the road.
Ok but don't get too side tracked. We started with Naval units and its become more of a tech rework project.
Checking into it, this is where we start getting some molecular generation and submolecular manipulation - not a stretch to take this tech to also mean an ability to generate a Quantum field that transports incoming wave energies and transports them to the opposite side of the zone to continue on their original trajectories.
Additionally, this tech, albeit one step further than Abyss Colonization, is really a perfect fit for not disturbing the combat class assignments. Just means that the Sub and Pirate are held off a little longer is all.
So I would be more than willing to work in INVISIBILITY_VOID off this tech. The only thing I don't like is it's now only one column away from the detection capabilities but that's down a whole different road and even one tech column down a different road can mean a lot of time in tech development. Besides, that's generally how most invisibility detections work... right at the same time as one is developed the tech to detect it is developed as well - just not widely applied for a while.
So this works for me... does it work for you?
Ok but also read over the stuff I linked above with what MrAzure said and intended. Looks like we have some missing Galactic era techs that would expand that whole idea up till Attometer Engineering.