Plausible Future Units, Techs & Buildings

the next wars are already happening: (get your tin foil underpants on) The days of Major scale operations like the battle of the bulge won't be repeated without some major brain damage leadership(s) in the world.

What will happen is warfare via information, why bomb a city when you can ruin an ecomony? As well as ever increasing partisan activity by the "have not's" of the world's population. Whether it's basra or Waco you'll see micro-rebellions all over the globe against the perceived power-holders.

In civ, this is large scale use of events late in the game, where the infrascructure of your carefully cultivated empire is torn apart by internal (or with major espinoage work, external) enemies, + ending up with your population rising in rebellion (think of 30 "barbarians" with your best tech popping up on the doorstep of your most productive city)

The Info war could be done by adding a bunch of intermingled techs (different sciences that have to be understood before things can work) and a way of slowing down the tech rate of your enemies to the point they are all but losing ground....and the counter measures to keep this from happening to you...getting the AI to do all this with the CIV structure..dunno if it can be done easily.

I think the Event stuff from BTS would be yoru best friend (worst nightmare) in the last 3rd of the game given what the OP wants to do...the right evil mind coudl make a game that would be fun as hell to play...after you pulled your hair out watching your meta-empire get turned inside out from within.

Counter measures: A high unhappiness casuign Internal Secuity force (+ buildings etc) that would let you escape the worst brunt of the random events but then you are dealing with a population that is too busy marching in protest than making the widgets.
 
Found this the other day: Boston Dynamics Big Dog. Star Wars AT-AT is soon in store near your military supplier! :D It's scary how good that robot is keeping its balance... :eek:

That's really creepy. In spite of the snide youtube comments, this is a first step (no pun intended) to a much more sophisticated and useful series of robots. I'm still skeptical that big mech walkers will ever become anything more than a novelty (and I've not seen any sign that any military has seriously investigated building them), but smaller drones like something on the scale of this machine is not only possible but probable.

Suprised no-ones mentioned Fusion power and its applications.

1. Hydrogen Fusion Plant - a better power station (provides power, no fuel, no meltdown, needed for high power consuming future buildings)

2. Plasma projection - offshoot of Fusion power (could be as revolutionary as gunpowder, ie all purpose ranged weaponry)

3. Energy shielding - a latter offshoot of Fusion (containment of plasma in the plant could be scaled up to provide a defence against plasma weapons)

And all this within a century or two (sorry if thats too far ahead for the thread, got a little carried away:D)

Yeah, some of those things I have my doubts about, and they're all definitely too far in the future at the very least, but I appreciate the effort and I welcome any other ideas or suggestions you have.

the next wars are already happening: (get your tin foil underpants on) The days of Major scale operations like the battle of the bulge won't be repeated without some major brain damage leadership(s) in the world.

What will happen is warfare via information, why bomb a city when you can ruin an ecomony? As well as ever increasing partisan activity by the "have not's" of the world's population. Whether it's basra or Waco you'll see micro-rebellions all over the globe against the perceived power-holders.

In civ, this is large scale use of events late in the game, where the infrascructure of your carefully cultivated empire is torn apart by internal (or with major espinoage work, external) enemies, + ending up with your population rising in rebellion (think of 30 "barbarians" with your best tech popping up on the doorstep of your most productive city)

The Info war could be done by adding a bunch of intermingled techs (different sciences that have to be understood before things can work) and a way of slowing down the tech rate of your enemies to the point they are all but losing ground....and the counter measures to keep this from happening to you...getting the AI to do all this with the CIV structure..dunno if it can be done easily.

I think the Event stuff from BTS would be yoru best friend (worst nightmare) in the last 3rd of the game given what the OP wants to do...the right evil mind coudl make a game that would be fun as hell to play...after you pulled your hair out watching your meta-empire get turned inside out from within.

Counter measures: A high unhappiness casuign Internal Secuity force (+ buildings etc) that would let you escape the worst brunt of the random events but then you are dealing with a population that is too busy marching in protest than making the widgets.

I'm skeptical about internal violence getting worse in the future. Technology is making it increasingly difficult for people to organize resistance to the government without being caught and stopped before their rebellion gets off the ground. And as these rebellions are defeated, it will increase the momentum against them. Most people will not rise up in a rebellion they know they cannot possibly win. And many countries have structured their militaries in ways that will make mass defection or coup attempts very difficult if not impossible.

But as for info warfare, that will definitely become more important as time goes on. I would say that the existing espionage system would be a good place to start for this.
 
it's your mod, do as you want, and not intending to hijack your thread, but my point is look at revolution as crime not in the classic sense, you are sitting on the cupse of the next generation of warlords being born...my case in point is look at the prison gangs who can exercise real politcal power should they choose to...this is how tamaney hall got started, it's how the tudors got started, they were all cattle thieves who set up a castle against other cattle thieves. The fact the media and historians are not looking at things like Revolution, doesn't change the fact there are parts of Texas law enforcement simply does not go...THIS IS TEXAS...not the Kyber Pass...

by the time your children have children the "voice of the people" will be heirs of the criminal gangs today. but as I said, I'm not looking for a dust up and I happily respect it's your mod to do what you want, just I think a mod where you are having to <constantly> keep what you built into the future era would be fun <pain in the butt> :) :)
 
Men, you have missed my post about Next war Update, wich is in progress. Dutchking, asioasioasio, alazkazassasin, me, and possibly soonly more are working on it. I have created, at least, 10 units, I need effects editor, and then we will have more advances. There will be a lot of units. Orbital borbardment - that'll be not really hard. While discovering Genera Nova tech - the civ will can build *wonders* - the genetic biocodes of the cheap, and very useful creatures, they will allow you build them. Railguns. Something like TITANS from Battlefield 2142. Units from HF2 (like chopper, striders itc,). Helicopters from Red Faction 2. Zombies (the cheapest unit, useful for pillage). The assault mech will upgrade into a more advanced walkers.
Men, I really cant understand how could you miss that.
Consider that Like a little preview. Wait, trying to upload a picture.
 
They ARE realistic. Have a faith. Waiting for my image being available in gallery
 
Why? Have you ever played Red Faction II? - Nano chip - Dead man's head (brain) and other futuristis buuls85t - see the civilopedia when Ill done. You'd love that
 
Ehm, Im waiting for units from asioasioasio. He is a bit tired, he needs to take a little break. So, I hope, you will have them with the mod and scenario at least to 15 may. I need 10 units to create. I created everything I could (the units on teaser are not all of them), and you also can find the official two requests in these forums - see the "units" sector in creation customisation
 
Better torpedoes are being developed and those will use some sort of supercavitation that allows them to travel much greater speeds underwater (like missile speeds).

The Russians have pioneered this and have had operational supercavitating torpedoes since the 1970s, deployed in field use since the early 90s. The Shkval for instance. Through exports, China and, more recently, Iran have them as well.

Another Russian design that might be revived someday, by someone, is the Ekranoplane, which is a supersonic ship. The Soviets had planned to use them for troop transports and as missile platforms, but eventually focussed development funds elsewhere (although there was nothing particularly wrong with the concept, they just couldn't afford to develop it). Some of the working prototypes:

ekranoplan1xzf9.jpg


imagefl7.jpg
 
As far as a sat. system is concerned:
You could have projects such as "GPS System" "Space bombardment platform" "communications network". Just like you were saying in your posts. Anyways once you build this project, code it so that the project disappears from the city. The system could then be added to a menu which you can access by pressing a satellite system button. Clicking the menu pops up a list of satellite systems infrastructure. It could include info such as how much of it is left (after being nuked/conventionally destroyed) Also i was thinking how much power they are absorbing from the sun and how many cities they can beam down energy to(think sim city 2000). Maybe then each of these sat. sys. could have buttons that you could click. Buttons such as reveal terrain or bombardment or even effects like reduce maintenance cost from distance to capital.
As far as killing off other civ's space stations add a button to the ICBM unit that displays a menu of all the civ's(that have sat. sys.) and then after clicking on the Civ it shows a list of there satellite systems and the sys. health. Maybe, it would take a few nukes to completely wipe out a system. Also consider adding a new non nuclear Intercontinental missile which can damage satellites(same way as the ICBM(button)) maybe less effective but costing much less.

I wanted to make something like (not just with satellite systems but with all projects and space stations beaming down power to your cities) this but couldn't get any menus to work they just killed my interface... >:(
 
:Dom Pedro II:
I just don't see zombies and mechs being a part of future battlefields.


I don't like crazy scifi stuff either. All those things are many hundreds of years into the future and only if things get really really zombificatedly . .. .. .. .ed up.
 
For Buildings how about:

Particle Accelerator (Requires University) - Adds 10% Research
Fusion Reactor - Provides power, and multiplies all power bonuses by 1.5
Space Station - First settlement in space, it does not grow like a city but you can send units to it from the surface. Later perhaps you could build cities like in FF
Firaxis Games (World Wonder) - Adds +3 happiness in all of your cities.
 
A thought about the satellites and how to bring them into play. Instead of building a wonder that reveals the entire map. Have a prerequisite number of satellites that have to be built to reveal the entire map. They wouldn't need to be represented by a physical unit but as an abstract unit. Each satellite would have a lifespan meaning every 5 or 10 years you need to launch a new satellite. As technology improves, the lifespan of new satellites is improved meaning a little less maintenance. Of course satellites can also be brought down by military action as well as by a natural event. So, each player must launch, for example 12 passive satellites to get global coverage and reveal the map. Military satellites when built get only one action which is to destroy passive satellites all the player decides is which other Civs satellite network he is going to disable, could be done covertly so as not to start a war. I'm starting to ramble now so i'll post and waiy.:lol:
 
Hm, satellites.

I prefer a new "advisor window" over units moving in map (Orbital advisor?). This window should show status of your satellites, status of satellites of other nations, and allow you to attack them if necessary.
Each functional satellite increases upkeep costs (to simulate control, replacement etc.)

It could include following satellite types:

0) Sputnik - A World Wonder. Gives a 20 percent production discount on all future space tech. Launched once, just mentioned in the Orbital advisor - no upkeep, cannot be attacked. Not really a satellite concerning game mechanics.

1) Reconnaisance satellite - you can see whole map and receive a bit additional espionage points per satellite.

2) Scientific satellite - Adds some balanced amount of beakers to your research.

3) GPS satellite - If there is enough GPS satellites (map size relevant?), all team naval units have +1 move, air units +1 range and land units decreased terrain movement cost.

4) Commercial satellite - Adds small amount of money.

5) Anti-satellite -
offensive usage: Can destroy any one satellite, then is discarded. Some chance, that enemy "intercepting" anti-satellite is destroyed instead of target.
defensive usage: Can intercept a missile targetting a satellite or an attacking anti-satellite automatically.

6) Basic space station - Expensive, high upkeep. Reduces upkeep of satellites.

Near future stuff:

7) Nuclear assault satellite - A nuke placed on orbit. Not different in usage.

8) Rods from Gods - A very powerful guided missile placed in orbit. Not different in usage. Can destroy units completely.

9) Solar power plant satellite - High upkeep. Replaces power plant in all cities. Can be also used as Rods of Gods.

10) Spacedock - Adds some hammers to spaceship production.
 
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