Spatzimaus
Mad Scientist
This primarily came up in discussions about a future mod I'm working on (adds ~40 new techs in three eras). The problem is this: if you don't turn on the Space Race victory condition, there's no reason to build any of the SS parts, which in turn makes certain modern techs less valuable.
So, the question was: how could you change the game such that the spaceship didn't end the game, but was still something people wanted to build? (Similar logic applies to the U.N., but there's already an answer for that one; that's sort of what I'm looking for here.)
Basically, I'm looking for suggestions. Here's what I've got planned, so far:
> Each of the spaceship pieces is a World Wonder for a single U.N. ship, the Unity (no individual ships for each civ). Once all 10 pieces are built, the ship launches.
> Each piece provides a bonus to the city that built it. Engines give a production bonus, cryogenics give a health bonus, and so on. (The assumption is that a city that's tooled up to build that specialized equipment would get some general benefits from the industry once the ship's left.)
> Additionally, each piece provides a number of extra votes in the U.N., so if you're a small builder civ that completes the entire ship yourself, you could have more votes than the big, aggressive civ. The point is that it was a U.N. project, so those civs that contributed the most would get more influence within the U.N. structure.
> 20 years after the ship launches, the first transmission from Alpha Centauri comes back. In my mod, this unlocks a series of new "Centauri" techs for every civ. There'll still be plenty of future techs that don't depend on these, but the Centauri techs include things like psychic combat, which tend to level the playing field a bit for those civs that have fallen behind in pure tech.
So, suggestions? None of the things I listed above should be too hard to code, although I'm still in the middle of trying.
So, the question was: how could you change the game such that the spaceship didn't end the game, but was still something people wanted to build? (Similar logic applies to the U.N., but there's already an answer for that one; that's sort of what I'm looking for here.)
Basically, I'm looking for suggestions. Here's what I've got planned, so far:
> Each of the spaceship pieces is a World Wonder for a single U.N. ship, the Unity (no individual ships for each civ). Once all 10 pieces are built, the ship launches.
> Each piece provides a bonus to the city that built it. Engines give a production bonus, cryogenics give a health bonus, and so on. (The assumption is that a city that's tooled up to build that specialized equipment would get some general benefits from the industry once the ship's left.)
> Additionally, each piece provides a number of extra votes in the U.N., so if you're a small builder civ that completes the entire ship yourself, you could have more votes than the big, aggressive civ. The point is that it was a U.N. project, so those civs that contributed the most would get more influence within the U.N. structure.
> 20 years after the ship launches, the first transmission from Alpha Centauri comes back. In my mod, this unlocks a series of new "Centauri" techs for every civ. There'll still be plenty of future techs that don't depend on these, but the Centauri techs include things like psychic combat, which tend to level the playing field a bit for those civs that have fallen behind in pure tech.
So, suggestions? None of the things I listed above should be too hard to code, although I'm still in the middle of trying.