That's a bit of an ugly building.. and it floats off the ground

. That tank was bloody amazing though 8).
I love British curse words, they don't feel dirty to me at all. So liberating 8).
Anyway, stuff came up, I didn't get a chance to do much of anything today, although I had a very interesting conversation with my friend about moon colonization, which I guess I will relay in part now.
So, apparently, he's more into this then I thought, and has been reading white papers for years on the subject by various folks planning out the real-world colonization of the moon. Add to that he's also a bit of a civ nut (though not a modder), it was quite a nice conversation.
Let's see. Where to start. Well, first off, power, since I remember that part of the conversation the best. He felt that early power was almost certainly going to come from solar, not nuclear power. Now we all knew that nuclear power on the moon was problematic because you don't have spare water to cool the reactor with. He also pointed out you have no air. So your heat sinks look like burning off iron, which has all sorts of issues. He also pointed out (we talked alot about the dust issues), that with some with as many "complex moving parts" as a nuclear reactor, moon dust was going to become a big problem--particularly given the potential side effects of failure (although I think my understanding is that we have the tech for 100% clean nuclear plants now, with effectively no meltdown related issues, but...). Conversely, he said, solar power was widely accepted as the most feasible first order power solution on the moon, basically for all the reasons we postulated earlier. You have plenty of real estate to spread out on, no atmosphere to steal 90% of your energy, and maintenance is simpler. Silicon is plentiful on the moon, far more so, he claimed, then copper, making localized solar panel collection more effecient then a traditional wire power grid style system. We both agreed that beamed power, while lots of fun, would be a later era tech.
The main obstacle to solar power on the moon, he explained, was fabrication plants. Fabricating the electronics involved was "hard", and would require materials from earth until a proper fabrication plant could be setup (which also would require materials from earth). He had a lot of ideas about how to tier fabrication plant technology vis a vis building upgrades and technology, advancing them along two lines--effeciency (cheapness), and throughput. It was Fab plants, he felt, that should control your cultural radius for city's as they are most closely related to your real ability to draw power. He conceded, however, that building power relay improvements was a really nice game mechanic, so some sort of hybrid localized "hotspot" collection & relay power distribution system would most likely want to be our model. For later eras we can get into Nuclear power and beamed power. He did comment that one other reason nuclear power was typically overlooked for moon colonization was because it was assumed that the government would never give you a license for it.
We took a crack at moon dust modeling, but we didn't come up with much, other then various degrees of moon dust handling tech would be required as prereqs for certain other technologies. He also seemed to think that there were designs for magnetic field airlocks to strip off moon dust, and thought that simple moon dust issues could be solved with powerful magnets. This devolved into a physics argument which left him very unsure about what was and wasn't possible to do vis a vis this problem, and that's where we left it. I suspect he will read up on the subject tomorrow if he has time, so he can show me up 8). It's part of his personality (he is loving how much more he knows about this stuff then I do--very useful for sucking him into these conversation

). We argued about the merits of modeling dust management techs by creating a random chance that buildings would "fail" (be destroyed) each turn based on tech. Though in thinking about it, we could do a brown out effect. That's actually pretty good. Keep a tagged list on each city with the buildings that are currently "broken", each round you roll to fix them, broken buidlings are removed from the city, but put onto the brown out list rendering them unbuildable. That could work. *smiles evilly*.
Let's see.. what else. Oh, he's going to take a pass at doing some small incremental changes to the tech tree tomorrow, which, if feasible, I will incorporate into the version I give back to you, probably tomorrow night, unless I hold out to finish some of my python projects (I have like 5 irons in the fire python-wise right now).
So, he muttered some stuff about not using religion. Not sure where he got onto that from, because we don't have any religions--probably just misinterpreted something, I'll follow up on that with him tomorrow. He recommended (and I had been thinking similar thoughts) that we add/change our early happiness buildings to things like "Entertainment Library" followed by "Internet Downlink". I might be inclined to add things like a "Lottery" for commercial civs, or "LBE MMORPGs" for Independents 8). "Zero-G Paintball". heheh.. anyway. He also suggested the idea of adding a chemical plant which would allow you to get "Recreational Drugs" as a happiness tech, with the civ comment of "It's legal here". We could tie that into a civic, but I'm not sure whether we want to go there. Although... *shrugs* Anyway...
We didn't discuss my ideas for adaptation techs or contract/research techs, salvage, sats, etc. (from Lunacy), although we have discussed those in the past (he thinks my Old World immigration plan is pure genius, of course

*ducks*)--basically we were trying to cover new ground. He suggested that we allow Scientific Agencys to purchase (build) a unit (Form 982-A) which allowed it to culture bomb an area representing their government claiming that land. To counter balance this, he suggested we add a wonder called the Freedom of Information Act, which would allow any civ to build a unit which could be used to get a free tech from any scientific faction. I convinced him that maybe we'd make it so that the unit would give you 80% of the tech. Anyway, Cute, but... Well, I like the second part a bit... But not so much the first part.
He mentioned that Duricrete is not a Lunar tech, because it involves making cement out of martian soil, and won't work on the Moon. He also suggested that we rename the City Wall something like a "Security Perimeter", and tie the turret techs into them to chain them off, so you get "Defensive Turrets" followed by "Bunker Hardening", etc. I believe we've suggested all these things before, but still...
He also said that he felt we lacked a sense of industrial bootstrapping, and in that I totally agree. He recommened that we add something like a machine shop for adding +1 hammer to all machinest or engineer type great people we have in the city. That's not so easy to do, directly, but... Moving on... He then said there should be some sort of forge and it should be expensive. A much higher tech forge should be the microwave forge. The uwave forge would give the same benefits as a forge, but be much, much less expensive. He also muttered about solar forges, possibly as a pioneer adaption tech (I've been poisoning him with my ideas a bit, I'm afraid). From there he got into electronics fabrication plants.
Elsewhere I had thought to model the purchase of building support structures from earth once we have the Old World immigration screen (as I call it), by allowing you to basically buy units whose only power was to be able to create a building in a city which could then be upgraded into the building in question. So, for instance, a Fabrication Plant Architect, might be able to build a Fabrication Plant Foundation, which could be upgraded into a Fabrication Plant.