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

Warning: Long post (again) - how do I make a quotes box with a collapse/expand (hide/show) button?
For those of you wonder what those few buildings might be, here's a list:

Lunar Command
Centre of government
Reduces maintenance in nearby cities
+1 happiness
+2 culture

Water Reclamation
Granary equivalent
Stores 25% of food after growth
+1 health from water resource
+1 health

Air Recycler
Another granary-type
Allows city to expand above size 6
+1 health from oxygen, nitrogen resource
Eliminates unhealthiness of tunnels and boreholes

Biodome
Mega-improvement. Determines city architecture.
Stores 25% of food after growth
+2 health
+3 happiness
+1 food in all squares with at least 2
+1 commerce in all squares with at least 3
Removes all defensive bonuses from the city
Can be destroyed by hostile troops
If destroyed, results in loss of ½ population and all food

Bunker
Mega-improvement. Determines city architecture.
Stores 25% of food after growth
+1 happiness
+2 production
+25% defensive bonus
+1 production in all squares with at least 3
Removes happiness bonus from Biodome terrain improvement
Can be breached by hostile fire
If breached, results in loss of 1 population and defensive bonuses

Surveillance Centre
Monitors population. Think big brother.
Requires Linked Systems and Prison
City has +1 LOS
+1 health
Detects spies
+1 production
Less corruption
Chances of riot in a city increase with more surveillance centres

Sustaining Biosphere
Requires Biodome city improvement.
+1 food
+3 health
+1 happiness
Eliminates maintenance for Biodome city improvement


Computer Core
Increases research and allows advanced improvements
+50% science
Increases chances of generating Great Scientist and Great AI.
Increases vulnerability to hackers and spies

Linked Systems
Reduces upkeep and maintenance
Requires computer core
+-1 upkeep on all improvements
Increases vulnerability to hackers and spies

Resident AI
I’m proud of this idea
Requires Computer Core
Requires Linked Systems
+50% science
Increases chances of generating Great AI.
Reduces vulnerability to hackers and spies

Courtroom
Reduces corruption and maintenance
-50% corruption and maintenance
+1 commerce in cities far from the capital

Prison
Reduces war weariness and corruption
Requires Courtroom
-50% corruption
Reduces unhappiness from war weariness

Barricade
City walls
Doubles defensive bonuses
City cannot be entered by hostile units
Needs to be breached before city can be captured
Less effective in Biodomed cities.
 
Very nice tech buttons, by the way. One of them is the transporter room from the USS Defiant, isn't it? :borg:
 
I wrote down all of the buildings from your Civ2 mod. I say we go from there and modify later. I printed out all of your techs and am going to try to put them into 4 eras of a tech tree (that I'm borrowing from Kael's FfH). Once we have the buildings and the techs we can do prereqs and tie the buildings to the techs. Hopefully.
 
JBG said:
Very nice tech buttons, by the way. One of them is the transporter room from the USS Defiant, isn't it? :borg:

I have no idea. I was searching web pics all day and copying/resizing as I went. I hope most are usable.

BTW - Civ2 had 93 techs and some country things. Looks good so far. Editing the names won't be hard if we don't like them eventually.
 
I'll add my call that the Civilization XML files are needed. The second I change one tech and try to load my test game I get so many XML errors that it kicks me out. All from removing The Wheel. :) But, the buttons work so I'm happy.
 
Hopefully JBG won't mind doing civs. ;)

The first era tech tree is done. No way to get an in-game screenie since I have XML errors everywhere from incomplete files.

It looks like a lot of basic techs we're taking for granted as we should, like space suits, lasers, ect.

I'm lacking a few buttons, but it's going....
 
Here's a rundown of first era techs and their prereqs, if any. Some, not many, changes made from JBG's Civ2 mod.

Air Purfication - needs Air Recycling
Air Recycling - none
Alloys - none
Automation - needs Alloys, Electronics
Basic Radio - needs Electronics
CO2 Recycling - needs Air Recycling
Cyanobacteria - needs Air Recycling
Duricrete - need Permafrost Brick
Electrolysis - needs Electronics
Electronics - none
Glass Working - needs Alloys
Hydrogen Gelling - needs Electrolysis
Low-G Combat - needs Low-G Warfare
Low-G Warfare - none
Lunar Calendar - needs Basic Radio
Lunar Geography - none
Lunar Real Estate Law - needs Regional Exploration
Permafrost Brick - none
Public Liberties - needs something!
Regional Exploration - needs Lunar Geography and Electronics
Robotics - needs Alloys
Solar Meteorology - need Lunar Calendar and Geography
Water Reclamation - needs Alloys and Air Recycling

Working on era 2 next. I have all of the buttons and have mentally arranged them a bit.

edit : make sure to comment on anything that looks iffy....

edit2: put in haarbal's suggestions.
 
comment:
this way there are 10 starting techs
maybe this has to be lowered to 6/7.
because of the fact that some things are more logic this way (in my mind:)) or because some are no pre for other techs i had the following thing in mind
- Basic Radio reqs. Electronics (well this was your idea)
- Cyaobacteria reqs. Air recycling (bacteria use oxygen as well, except aerobe bacteria)
- Electrolysis reqs. Electronics
- public liberties reqs. something else (not sure which.. but there are no follow-ups yet so i wouldn't make it a starting tech, kinda useless to have it as a starting tech)

further it looks very well

haarbal
 
Haarbal said:
don't wanna complain, but this way, we've got 10 starting techs.
isn't this a little over the top (say reduce it to 6 or 7)
Ideas:
Electrolysis - needs Electronics
Lunar Geography - needs Lunar Exploration
Your idea:
Basic Radio - needs Electronics

another thing
some starting techs don't have follow ups in this era.
Public Liberties and cyanobacteries
this might be a reason to put them 1 step further in the tech tree (bacteries
(well aërobe bacteries) need air to function => air recyling).

I think FfH has at least 10 starting techs and since I'm using that tree as a template... :) I'd rather have prereqs so I'll add some. Public liberties is later on, but should have a prereq. Good catch. The cyanobacteria becomes important later. I can see I'll be moving a lot of boxes around. :eek:

I'm trying to balance the Civ2 mod, the existing tech tree I'm using, and my own intellectual limitations. It isn't easy!

Thanks for the feedback. How's the terrain coming?
 
Optional Tech Paths would be nice too.

Also, are we sure we want to use the standard culture model? There isn't any ambient population on the moon to be influenced by our culture :). It could represent the spread of our electrical/transport grid, or it could represent a form of sensor grid, so rather then having culture production, we simply had buildings which granted X culture. (50 for the radio tower, 500 for the radar station, 50000 for the geo synch satellite, etc. BTW, is the moon's gravity strong enough to support a stable orbit? I actually don't really know).

-----

Completely unrelated, which python problem would you like me to solve first? Civics? Great Persons? You want CivII style planes? One of the other things I've forgotten about? A full prioritized list I could work down would be great (or at least a current list ;).
 
woodelf said:
I think FfH has at least 10 starting techs and since I'm using that tree as a template... :) I'd rather have prereqs so I'll add some. Public liberties is later on, but should have a prereq. Good catch. The cyanobacteria becomes important later. I can see I'll be moving a lot of boxes around. :eek:

I'm trying to balance the Civ2 mod, the existing tech tree I'm using, and my own intellectual limitations. It isn't easy!

Thanks for the feedback. How's the terrain coming?

i'm heavy on morrowind (again), but i'm working on them.
i'll coninue on them in a couple of hours (after morrowind :))

haarbal
 
Belizan said:
Optional Tech Paths would be nice too.

Some say Or and some say And. I'll have to figure it out as I go along. ;)

Once I can see how it looks in game I might be able to pretty it up.

As for Python....how about a program that has random chances of debris each turn, and a random chance of it being worth something. Kind of a destrutcive goody hut? It can ruin improvements and can yield technologies, hostile organisms, or resources?
 
Belizan said:
optional = OR

So the deal is this.

To get a tech, you must have *all* of the AND prerequisites, and *one* of the OR prerequisites.

If you have multiple (all?) of the OR prerequisites, you get a 20% research discount.

That clears some of it up. :D I will gladly send this out for tweaking if/when I ever get it done.

The problem is that I'm following the Civ2 tech printout and every once and awhile I come across a tech that needs a tech that is in a later era. My train of thought is taking a beating. And there are no Or's in Civ2.
 
I don't know about debris yielding destructive orgasms.

By way of civs, Falkonite, don't bother about adding city names yet. We need to go over the map and define starting locations for each civ: once we've done THAT we can say "right, their starting point's right next to this landmark here so we can name all their cities after landmarks around there.'.

Assuming, of course, we want to name cities after craters. I sense a mix of crater/mountain names and ones of our own.

O-kay, I'll do the independent and corporate civs. I'd like to see what you have on the Space Agencies at some point. and we need to go through the leader traits file and work out how we're going to adapt the template.

In Civ 2, Woodelf, a tech could have a maximum of two direct prerequisites. I'd recommend having a thorough scourge of that tech tree, actually, although it'll be good to see what comes of it!

Right. That does it:

*****POLICY DECISION*****
In order to make our lives easier, I'm going to insist that from now on, when modifying XML files we do *not* edit any references to other XML files (ie the description, strategy, civilopedia tags, &c). This will allow less error messages in-game and *much* easier testing of each file. With any luck, Woodelf, this might solve your cross-referencing problems.
*****POLICY DECISTION*****

And now let us turn our minds to thoughts of BUILDINGS. LOTS OF THEM!
 
I don't know how good/bad an idea this is, but when it says <Description> I've simply been typing in the description of the tech. No need going to find a text_key file.

My errors right now are coming from the fact that my civs have favorite techs or free techs that no longer match up with my tech tree. :)

I'm reworking the tech tree a bit. I've moved some techs up/down an era. A lot of the buttons I grabbed yesterday will actually be buildings or units or promotions by the looks. Things like Shield Generators aren't techs, but results of techs. Same with weaponry and medical breakthroughs.

The organisms were another attempt to get barbarians on the moon. Right now it's solely civ vs civ.

Feel free to list things that the techs will lead to somewhere. Each should do something or we can rid of it!
 
Back
Top Bottom