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

I'd suggest for the ideologies/religions to be more... "inspired" by the SMAC factions, or at least archetypes they correspond to. Also, while I like the term ideology, "dogma" might be a good alternative. At least three of the SMAC-factions would make quite suitable dogmas for early moon colonisation (pre losing contact?); Morganites, University and Peacekeepers. The Chartra Selene -> Public Liberties (spelling?) tech branch might "work" as the dogma-enabling branch. Here's some suggestions anyway.

For example, a "Morganite" dogma makes sense early on, since the main goal of the colonization would be to profit by exploiting the moon's resources . "Earth First" might describe the dogma better, and a dollar sign might work as a symbol (though perhaps too predictable). Instead of producing culture, Earth First could produce gold in cities where it's spread to.

Similarly, a "University" dogma makes sense in the early game, as the main motive for getting to the moon in the first place is the possibilites for research. "Technofreaks" or "Lab Rats" doesn't sound quite right, and I suppose "Reductionism" or "Empiricism" misses the mark. Again, beakers as a symbol might be too predictable, as might research as a substitute for culture.

The "Peacekeeping" dogma sees the Moon as the common interest of humanity and the colonization as an opportunity to inspire world peace. Or something like that. It makes the most sense very early on, before wars between colonists start. "Humanitarianism", "Humanism" or "Universalism" might be fitting label. Dove as a symbol, and produces the good ol' culture (if you don't opt for a different culture-spreading model).

Also, it could be interesting to have "bad" religion-like-thingamajigs that have no good effects but instead drain culture/research/gold where it spreads. The Fatalist bunch don't seem like ones that would contribute much to the colonization, for instance, but neither would an Anarchy ideology (from the player's all-controlling perspective, that is). Spreading "bad" religions/ideologies/dogmas could even be made spy missions for some interesting irregular warfare. Might be too annoying, though.
 
Thanks for the comments Holistic. It's a work in progress and any help, tips, or advice people give is much appreciated. The one part I didn't mention is that these all pop up after the isolation trigger so they begin in the 2nd era. I didn't see a need for them before the people started feeling isolated.
 
woodelf said:
:eek: I'm glad you're doing the python bub! My head will be swimming for hours after just reading that. ;)

:lol:
Yes, we are very lucky to have Belizan helping us out with the python coding for this mod. I can do some python coding but my python knowledge is limited since I do not have much experience with python.(I'm sure Belizan reliezed this after looking at the messy python coding I did do :crazyeye:)

Sorry I can't help out with the mod for a while.(yes I must say this again)There is so much I would like to do to this mod right now but just do not have the time. I can't wait till I have time to make some drastic changes to this mod;) .
 
matthewv said:
Sorry I can't help out with the mod for a while.(yes I must say this again)There is so much I would like to do to this mod right now but just do not have the time. I can't wait till I have time to make some drastic changes to this mod;) .

Make sure you keep chiming in whenever possible to let me know if I'm going waaaay left of center of where we should be going. I can't wait to see the drastic changes!
 
You know, with such a set of ideologies, how about doing a -1 happiness for every non-approved ideology in a base from the current civwide ideology?

Some alternative names that popped up when reading that post:
Selenohism (Soliphism)
Seleneshism (see the difference? ;) )
Lunarism (militant/militaristic nationalism)
Selebiotism (Symbiotism)

You could also make certain of those ideologies unavailable for certain civs. I mean, Earthism for the 5 lunar-minded civs?
 
This is what I wanted. Yippee, a discussion. :) Of course now I have to go hit the road for a few hours though.....

Please, carry on w/o me and flesh out the Ideologies. ;)
 
Give people a chance. :D
To make it easy, I comment on the names you used.

woodelf said:
Isolationists - self explanatory. Comes with Isolation tech. These people want to remain isolated from Earth or anywhere else.

+1 happiness when Isolation hits, till contact is re-established. Facilities/improvements which increase (traditional) habitibility of the moon are cheaper (like glasshouse, biodome). But this should then be split from those which the Friends of Selene.

woodelf said:
Friends of Selene - Comes with Symbiotic Bacteria. Think of Deidre from SMAC. I know I often do! :drool:

Can construct certain wonders, improvements and basefacilities faster, perhaps increased output (+1 food) as well. Fungus Amongus, Mushroom Farm, algaehouse,... come to mind.


woodelf said:
The Fatalists - Can't recall the tech, but these people feel they are doomed.

This is too weird I think, but if you go for it anyway I would give them a severe cutback in foodincome, but a huge happiness when in contact with Earth. Also, this "ideology" should only be founded AFTER isolation. -1 health? They don't feel good without Earth?

woodelf said:
The Lunar Preservation League - They obviously want to limit man's impact of the Moon, either peacefully or not.

+1 happiness in a base for every 3-4 unimproved plots within base-radius. Certain improvements (customs office comes to mind) give -1 happiness when in base-radius. Perhaps an extra hammer from unworked plots (or from certain unworked terrain) as to simulate small-scale use of the Moon?
Shortened productiontime for military vehicles/facilities/improvements?

woodelf said:
The Earthians - After the loss of contact with Earth these people start remembering how great Earth was, whether true or not....

Increased commerce when in contact with Earth. Dependent on how you guys manage this, more resources flow back. This ideology will surely have a hit when contact is gone. Perhaps -1 happiness overall?
 
Beautiful stuff Geo. :clap:

None of the names have to stay. I just tried to get 5 radically different things out there. Fatalists are most likely to get bumped if something better comes along. They sound like bums who are trying to get out of doing any work! :p
 
After writing down everything from the F6 screen I can see that we need a lot more units and a lot more buildings. And some of the later techs simply suck!

I'll put it into an Excel flowchart tomorrow morning so everyone can look at it.
 
Belizan said:
Great 8). Thanks alot, Woodelf 8).

No problem. Sadly it looks ugly when written out since there are lines everywhere, whereas in game the lines only show up to the "or" techs and an occasional "and" one. I set up the F6 screen to NOT have an intersecting lines, at least in game. When I put this down in the flowchart I'm gonna blow a gasket when I see it!
 
*sigh*. I wish you would read my guidelines on using the Python features, Woodelf.

The problem is that you changed their unitclass tags. That's fine, but you have to change them in Config.py as well.

Code:
 Turrets
# Turret Unit Classes
### (UnitClass, ...)
TurretUnitClasses = ('UNITCLASS_BASETURRET', 'UNITCLASS_BIGTURRET', 'UNITCLASS_BIGGESTTURRET', 'UNITCLASS_TURRET', 'UNITCLASS_TURRET2', 'UNITCLASS_TURRET3')
UNITCLASS_SUPERTURRET is not there 8).

As spelled out here:
http://forums.civfanatics.com/showpost.php?p=3736351&postcount=223
Most recently, although I've said it before in various places.

If you give me a current list of all the turret unitclasses, I will update the Config.py file accordingly.
 
I didn't change any of the classes, did I? I simply dropped what you had done into the game. I'm still not sure I changed anything. I'll admit that I don't have time to read everything.

What did you call them originally? On further review I know that in game they are Super, monstrous, and gargantuan. :) I was unaware this affected python. Oops. :(
 
I should have left them like that and just typed in the names in the description tag. Sometimes there are too many places to type in names.....

Flowchart is 40% done....
 
At long last, the tech tree flow chart is here. To paraphrase Tony Soprano "it's dead to me". I don't want to deal with it again for a while. :crazyeye:

Thanks to the StarWars mod who's template I stole to place it into Excel. I had to winrar it and rename the .rar to .zip so it better work. Any idea why CFC won't do .rar extensions? Odd.
 
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