Rallying call for all interested: Colonisation of the Moon mod!

Some more building types that various people have suggested. We need to decide which to put in and where: (thanks to Geomodder, Lunargent, Mr. Earl, and anyone else I missed.)

Some are Wonders, other buildings.

Deep Space Array - extra research
Lunar Network - free tech if 2 others have it
The Ice Mission - wonder ala EE3 where you gain 3 resources (waterice)
Lunar Olympic Hall - "culture bomb" every so many turns for hosting.
Externally Stimulated VR - (+)happiness
Euphoria Gas - (+)happiness, (-)production
Mind-Machine Interface
Memory Upload Archive - National Wonder
Machined Organs - (+)health
Nano-corpuscles - (+)health
Man-machine hybrids
The CLockwork City - world wonder
Perfected Flora - plants to deal with waste.
Containment Fields - negates plutonium/uranium health effects
Cloning Lab
ozone resource?

3 more good ones from OwieB2003 here: http://forums.civfanatics.com/showpost.php?p=3801552&postcount=383

I'll add more as I find them.
 
Re: Lunar Agent
He does seem to be knowledgable, but I don't know how he fairs in the other categories. It's one thing to have ideas, it's another to have a good vision of what the mod should look like overall. I'll hold off a few days on rewriting the tech tree to see what he says when you guys talk to him. I've been adding silly features that make me smile in the interim anyway 8).
 
Belizan said:
Re: Lunar Agent
He does seem to be knowledgable, but I don't know how he fairs in the other categories. It's one thing to have ideas, it's another to have a good vision of what the mod should look like overall. I'll hold off a few days on rewriting the tech tree to see what he says when you guys talk to him. I've been adding silly features that make me smile in the interim anyway 8).

I've been PMing Lunargent and he is willing to be our guide, not a leader per se. We really need something like that to keep us on the same path. ;)
 
Yeah. I can guide you guys by looking through your stuff and letting you know what is feasible and what is not, what makes sense and what doesn't, and proposing new ideas, etc. I'm one of those people who collects vast reams of information about space and space travel. But I don't have time to be the leader, since I'm already heavily involved in working on another mod.

One thing that does need work though is the tech tree. My general thinking is that there shouldn't be any techs in there that we have on earth today, though there should be modified versions of them for the moon. So lunar calendar and lunar geography would be out, since we have those even now. ( we even have mineral maps from the Clementine probe and other missions!) Basic techs would have to be survival stuff, (survival always comes first, so things like air and waste recycling would have to come first or a colony would not be viable, later techs can improve on them) Then there could be things like superconducting magnetic cosmic ray sheilds ( another big impediment to colonizing the moon is cosmic rays) and so forth. I saw in the other thread that someone recommended that missiles be an early tech, and I agree, you wouldn't even be on the moon if you didn't have rocket tech.

And-- Lunar Agent? :lol: If you were to break it up at all, it would be Lun(e)-Argent- moon silver.
 
I forgot dust- the biggest problem for any moon colony. Moon dust elimination would have to be a starting tech.
 
About the tech tree......

At first I was following JBG's Civ2 info. Once I got into the 3rd era I was on my own so things are hella jumbled. Reworking that would give me an ulcer, but if it needs to be done that's fine by me.

A lot of my thinking was that even though we already had the tech on Earth there's no guarantee of it working on the Moon for various reasons. Of course if anyone can offer suggestions for new techs I'll gladly try to put them into XML....
 
Lunargent said:
I forgot dust- the biggest problem for any moon colony. Moon dust elimination would have to be a starting tech.

Dust Replusion is now a 2nd era for tracked vehicle performance. We added that just recently. How far into the 1st era should it go?
 
Also, we really need to do what you said about culture, or someone said. I don't like the idea of it at all. Colonies shouldn't really grow, at least until later game.

Right now we have 4 eras:

Colonization (pre-Isolation)
Survival (post-Isolation)
Expansion
Lunar Escape?
 
woodelf said:
Dust Replusion is now a 2nd era for tracked vehicle performance. We added that just recently. How far into the 1st era should it go?

It needs to be a starting tech. Some of the Astronauts on the moon were very allergic to it, choking up from only small amounts. A general population of colonists would be even more susceptible. It's made up of small, sharp rocks that have not been eroded to nice round shapes like earth dust, and causes severe lung irritation, and is a suspected carcinogen via that same irritation pathway as asbestos. It's a major stumbling block in current real-world colonization of the moon planning. They anticipate that it will get into everything, and ruin much equipment if a major effort is not made to get rid of it. It also, having existed in an oxygen free environment for billions of years, oxidizes in the presense of air and will rob the colony of some of it's breathable air supply in large amounts. It carries major static charge, is hard to get rid of, and works its way into the pores of spacesuits, eventually ruining them. The astronauts couldn't even wipe it off of their faceplates without scratching them up.

In other words, a colony without an effective means for keeping moon dust out is a soon to be defunct colony.
 
I'll try to do a similar graphic tech tree with recommended changes like I did with FfH, and you can convert it to xml as it appeals to you. Be patient, that one took me a while to do.

Yeah, some things will need modification to work on the moon, but those are mostly life-maintenance, and things that let you move around on the surface. The other stuff like radio and electronics and rocketry will all work the same.
 
IIRC, dust repulsion was specifically meant for tracked vehicles on the moon. A counter to dust for humans in the early age could be a simple vacuumcleaner in the airlock.

Also, if the atmosphere in the habitats would be sufficiently humid, wouldn't that put the dust out of the air?
 
GeoModder said:
IIRC, dust repulsion was specifically meant for tracked vehicles on the moon. A counter to dust for humans in the early age could be a simple vacuumcleaner in the airlock.

Also, if the atmosphere in the habitats would be sufficiently humid, wouldn't that put the dust out of the air?

Maybe some sort of early vacuum system for the spacesuits?
 
GeoModder said:
IIRC, dust repulsion was specifically meant for tracked vehicles on the moon. A counter to dust for humans in the early age could be a simple vacuumcleaner in the airlock.

Also, if the atmosphere in the habitats would be sufficiently humid, wouldn't that put the dust out of the air?

Nope. The dust gets tracked in, and into everything. The astronauts couldn't get rid of it, but weren't exposed to it for very long.

Here's a nice little article on it. A simple vacuum cleaner isn't going to cut it for a colony.
 
Humid air would be a bad idea for an enclosed living space like that, since you'd encourage the growth of tons of bacteria, and the corrosion of your equipment.
 
Don't take this the wrong way, Luna Argent, but we have a lot of ideas ourselves and many more that have been suggested to us already. We don't need more ideas, per se. Though we may need a technical reviewer. What we really need is someone with a vision for how to put it all together into a mod that will be both cool and fun. Someone who can maintain a consistant level of abstraction, and a consistant sense of play experience to make the mod cohesive.

I'd be happy to see what you thought of for a tech tree, though. Some things which I had been thinking along similar lines to what you were saying is to remove most of the techs which already exist, except where they could be turned into engineering or operational techs, where the tech represents not the discovery of the technology, but getting that tech to work on the moon and teaching your colonists how to perform the necessary related activities. I suggested a while ago that culture be changed to represent the power grid of your colony or possibly radar or radio range. I'm still looking into how to reveal unit presence information in a tile programmatically, without puting a unit next to it, not much progress so far. We've had plenty of other ideas in this and the Code Extensions thread (which encapsulates in the beginning a number of other code extension related ideas that have been put forth). I am wholey ignorant of the moon dust issue, never have heard of it before. Personally I am not particularly educated on the issues with real world space colonization, which is the major reason I had thought to just implement features. There are a number of features already in the mod that you may not have seen, our current release is pretty out of date, really. Those features should probably be examined before any serious rewrite of the tech tree, to consider how we can make better use of them. Also, keep in mind that there is a balance between realism and fun in a mod. For instance, we already have complete sat images of the moon, but exploring is fun. We could reveal the entire map at the start of the game, and that would be more realistic, but sampling has shown that only a very few people want it. I do intend to center your colony though, and I've already added a sat image 5tile radius around your landing zone at the start of the game.
 
Belizan - Have you edited any files? And if so, which ones? I might have some time later tonight to add in some new buildings from the list of ones people have suggested.
 
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