Space Colonization modmod

We're working on it. My next step will be to add a big batch of buildings. But I'm slammed with many other things and just haven't had the time to make sure it gets done right.

The main barrier is the lack of decent artwork for terrains. It's OK for a modmod, but I don't want to present the terrains in their present form in the main mod.
 
I have small suggestion: Can we have Energy Beam Network for space infrastructure?
This way spaceships would be lighter, also there would be no risk of reactor failure on ship. KSP mod - Interstellar Extended has this featature.
This could be very useful on planetary scale and fairly useful on solar system scale.

It would be work by reducing space infrastructure upkeep and would allow production of personal spaceships - no one will allow you to fly around cities with expensive reactors and dangerous/expensive fuel on them!

Upkeep reductions would work on solar system infrastructure - once you are like 10 AU from beam source its getting waay too weak to power your electric engines like VASMIR, even if beam was made of extreme UV radiation.

Also on transcedental era stuff.... Does "aspatial" or "nontemporal" basically means, that anyone can teleport and travel in time and be in multiple places in space-time at once as they wish?
This sounds like some good time guild wizardry in RPG.

Edit: you may find some inspiration for Infrormation and later eras here: http://futuretimeline.net/
In that timeline nanotech and transhuman era both happen in 21st century.
 
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What about futuristic religions? Future beliefs would be more mix of simple spirituality + philosophy.
For example Jedi religion could be unlocked at transhuman/galactic era, when you are preparing yourself for first manned interstellar travel.
Or Trancedentalism - it would be unlocked somewhere at nanotech/transhuman eras, where its clear, that humanity wants to transcend some stuff :mischief:
 
What about futuristic religions?
I have to disagree as well, but for other reasons. This has to be the least predictable aspect of the future - you think you have thought of anything, and tomorrow something completely new "jumps" into existence. There is very little need for technological prerequisites and the historical religions have their places on the tech tree more for historical reasons than for any need of a certain technology. Most of the non-scripture based religions could have come into existence in early antiquity, and the scripture-based religions as soon as writing was invented.

This problem is reduced in this mod by having certain "spiritual techs" like Karma, Resurrection, etc. - but even that is a bit arbitrary, and pretty much impossible to do for the future. Even politics, which is not transcendental at all, has changed so much in the last 12 months (this should be obvious to anyone, no matter if you think the changes were for the better or the worse) and the "spiritual" is far less predictable (also obvious: if you think it's - well - rubbish, you can still agree that certain people's imagination knows no bounds, and if you think it's real, how are you going to predict its further development?).
 
Personally for me it sounds like "what about futuristic stone axes?" :)
Well there are religious civics, that are unlocked in future eras
So basically there are futuristic usages of stone axe :mischief:

Heres new uses of old axe:
Syncretism Religion Synergetics Transhuman
Cosmic Religion Cosmic Perspective Galacti
Divinity Religion Deities Transcedental
(religious civics)

Basically new religions would be more for keeping religions useful and fresh even in future than for realism.
If this mod was 100% for realism we wouldn't have last two eras, warp drive techs and some more stuff.
 
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Hey everyone. I'm a complete newbie when it comes to this so bear with me. I have installed V36 of C2C a while back and have had no problems playing the base mod. However I was interested in the modmod and tried installing it with the instructions provided by pepper. When trying to run C2C with the modmod, I get the following error when attempting to run this:

XML Error: Tag: Zeptotechnology in info class was incorrect. Correct XML file is modules\my mods\pepper2000v_9_0_1(2).7z\pepper2000\P2K_Civ4Improvementsinfo.xml

This error appears for every new component of the mod i.e when I click OK, another similar error comes up.

Like I said, I'm new at this so any guidance would be appreciated. If I could guess, I must have put the file in the wrong location. If that's the case, could somebody provide step by step instructions on where it goes?
 
Hey everyone. I'm a complete newbie when it comes to this so bear with me. I have installed V36 of C2C a while back and have had no problems playing the base mod. However I was interested in the modmod and tried installing it with the instructions provided by pepper. When trying to run C2C with the modmod, I get the following error when attempting to run this:

XML Error: Tag: Zeptotechnology in info class was incorrect. Correct XML file is modules\my mods\pepper2000v_9_0_1(2).7z\pepper2000\P2K_Civ4Improvementsinfo.xml

This error appears for every new component of the mod i.e when I click OK, another similar error comes up.

Like I said, I'm new at this so any guidance would be appreciated. If I could guess, I must have put the file in the wrong location. If that's the case, could somebody provide step by step instructions on where it goes?
You have outdated version. Install V37.
 
I hope you get it working, civguy. However, we are in the process of integrating this material into the main mod (very slowly, I know, but it will happen), and I can't guarantee that this will work anymore.

The specific cause of the error you mentioned, and many others, is the fact that the modmod has no new techs, since they have all been added to the main mod.
 
Thanks for the help everyone. I tried to install V37 but for whatever reason I'm having trouble installing it correctly. To avoid clogging this thread, where would be the best place to ask for help with this?
 
Update: So after fiddling around I was able to successfully install V37. However I am still presented with the same errors I have listed above. The only thing problem that I would think exists is where I put the pepper2000 folder.

The path I followed was OS (C:) > program files (x86) > steam > steamapps > common > Sid Meier's CIV IV Beyond the Sword > Beyond the Sword > Mods > Caveman2Cosmos > Assets > Modules > My_Mods

Would this be correct or am I missing something?
 
W66tytm.jpg

Whoever designed this tech and stuff for it, good job. This tech is biggest quark I can find in tech tree. :mischief:
Attometer is 10^9 times smaller than nanometer, which this tech is referencng to.
For example Atomically Precise Alloys should be Exotic Matter Alloys or something.
Also that spacecraper probably hangs from somewhere and doesn't touches Earth - I bet it wouldn't be too much trouble to hover about 70 km over Earth, while moving at orbital speed :p
Basically ultra long needle that almost touches Earth and its always piinting towards earths core :p
 
Thanks for the help all. Finally got it running and even though I've only browsed the civilopedia, I can tell there is a lot in store!
 
What is actual use for Void (not Intergalactic Void, that void terrain that already is in base mod),Orbit and Deep Space terrains?

Cislunar is covered for Moon.
Orbit could be used to border Earth map from space terrain, but is used for anything else?

Basically spaces go like that: Orbit>Cislunar>Inner Solar System >Outer Solar System>Transneptunian>Transtellar>Virgo Supercluster>Intergalactic Void>Observable Universe>Distant Cosmos ?

Searched all XML files in main mod.
It appears nothing uses Terrain_None, Terrain_Orbit is used by improvement named Listening Node and Terrain_Deep_Space is needed only for spawning of quantonium crystal bonus and two features: Asteroids and Black Hole. Main mod Terrain_space is used as cislunar space.

This means Orbit, Deep Space and Void can be used to separate Earth/Cislunar space, Solar System/Galaxy and Galaxy/Universe.

Edit: found this:
Lunar terrains (Lunar Bases)
Cislunar Space (Advanced Environmental Systems)
Martian and Venus terrains (Planetary Colonization)
Inner Solar System, Outer Solar System and all planets therein (Kuiper Belt Exploration)
Transneptunian (Solar Ordnance). Recommended features: Sednoid and Oort Cloud
Transtellar and various stars (Interstellar Travel). Recommended features: Oort Cloud, Rogue Planet, and various exoplanets
Orion Arm and various other astronomical objects (Advanced Seedships). Recommended features: Black Hole and stars such as White Dwarf, Blue Supergiant
Milky Way and Galactic Core (Folding Space). Recommended features: Black Hole and stars
Local Group (Space Creasing). Recommended features: Dwarf Galaxy and Galaxy
Virgo Supercluster (Intergroup Travel). Recommended features: Galaxy
Observable Universe (Intercluster Travel). Recommended features: Quasar
Distant Cosmos (Horizon Breaking). Recommended features: Quasar
Hyperspace (Dualflux Quantum Temporal Rift) (not meant to appear on ordinary map; Hyperspace terrain is created when a Hyperseedship settles)

Also I found that orbit is used only to separate Earth from space and deep space/void aren't used at all.

So I guess you go like that:
Orbit
Cislunar - Moon
Inner Solar System - Mars, Venus, Mercury, Sun
Outer Solar System - Gas Giants with moons
Transneptunian - Oort cloud and Sednoid
Transtellar - Oort cloud and Brown Dwarf
Orion Arm - Black holes and stars
Milky Way with Galactic Core - Denser amount of stars and blackholes and supermassive blackhole
Local Group - Dwarf galaxies and normal galaxies
Virgo Supercluster - Galaxies
Observable Universe - Quasars
Distant Cosmos - Quasars

Basically 11 zones.

I remade my map. Now it contains 11 zones, 46x40 Earth map and total map size is 280x40 - that is 11200 tiles
http://imgur.com/a/Piesl
Yes, terrain/features graphics are placeholder.
REGEX is so fun with editing stuff, that has repeating structure.

Stuff is big
Earth%27s_Location_in_the_Universe.jpg

Orders_of_magnitude_%28english_annotations%29.png
 

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It's totaly amazing.
As I'm new on this mod, I will play before the actual C2C game. But when I will end it, maybe this space colonization mod will be integrated to main mod. I have not enough knowledge for starting with it directly.
Raxo2222 : I really like your picture !
 
It's totaly amazing.
As I'm new on this mod, I will play before the actual C2C game. But when I will end it, maybe this space colonization mod will be integrated to main mod. I have not enough knowledge for starting with it directly.
Raxo2222 : I really like your picture !
Actually this mod is getting integrated.
Also these pictures are from Internet to show off different scales.
 
Pepper 2000, your 9649 submission has caused my game to crash on the first loading screen when the modmod is installed. The game works fine without the modmod and on the 9648 commit. I've posted this on the main bug thread, but I guess this problem is specific to the modmod.
 
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