The Ascent of Mankind

I labeled ABROAD_MINING as "Planetary Mining" do you want me to change the tag too? Also I think the following name changes should be from this ...

- Auxiliary Planet Mining
--- APMiMRS

- Auxiliary Planet Manufacturing
--- APMaMRS
--- Auxiliary Planet Factory

to this ...

- Planetary Mining
--- Planetary Mine

- Planetary Manufacturing
--- [What is this stand for again?]
--- Planetary Factory

EDIT: Also TECH_SUPERFLUOUS_MANUFACTURING should be changed to TECH_PLANET_MANUFACTURING.
 
APMiMRS and APMaMRS are both units, which you should ignore anything that is not a technology since it is not final. The first one stands for Auxiliary Planet Mining Moon Resource Shuttle and the latter is Auxiliary Planet Manufacturing Moon Resource Shuttle and as I said anything that is not a technology is not final and should be ignored for now.

EDIT: There's a reason why I chose the words I chose, please stick with it.
 
Hey could you give me a description for these ...

TECH_ATTOMETER_ENGINEERING
TECH_ATOMIZATION
TECH_WEAPONIZED_DISINTEGRATION
TECH_TRANSTANGIBLE_NEUTRINO_ACCELERATORS
TECH_EVENT_SPACEFOLD
TECH_FOLDING_SPACE
TECH_SPACE_CREASING
TECH_GALACTIC_CORE_EXPLORATION
TECH_EVENT_4D
TECH_TRANSVERSE_EUCLIDEAN_GEOMETRY
TECH_ENDOGENOUS_EUCLIDEAN_PROPULSION
TECH_EUCLIDEAN_FIVESPACE_GEOMETRY

I am having trouble with them since I am not as familiar with them.
 
APMiMRS and APMaMRS are both units, which you should ignore anything that is not a technology since it is not final. The first one stands for Auxiliary Planet Mining Moon Resource Shuttle and the latter is Auxiliary Planet Manufacturing Moon Resource Shuttle and as I said anything that is not a technology is not final and should be ignored for now.

Well for the Strategy I try to have it say you can build X building or Y unit. I only list one example though.
 
Ok While working on the text I had some ideas.

1. I think the Colony Arcology should replace nearly all buildings I am not sure how to do this. IF we need to make them go obsolete at Colony Arcology tech or just have the building Colony Arcology building replace them all. So the progression would look something like this ...

All Buildings -> Colony Arcology -> Launch Arcology -> Arcology Planet

2. The techs, buildings and units should become ever more expensive to astronomical levels. However the production (and all other factors) should become ever more huge. For instance a colony arcology should produce the same amount of everything as a city with every building up to that point in the tech tree. And the arcology plant should produce as much as an entire planets worth of cites but be just as expensive or more to create.

3. Planet Arcologies, Artificial Planets etc should have a limit per solar system due to safe orbits. Thus solar systems with few planets could make more of them than ones crowded with many natural plants.

4. Maybe we should make a few new civs for the Species Uplifting. Such as a dolphin civilization or robot civilization. These could get a big bonus towards their "creator" civilization. Note these would be unplayable by players just like barbarians.
 
Hey could you give me a description for these ...

TECH_ATTOMETER_ENGINEERING
TECH_ATOMIZATION
TECH_WEAPONIZED_DISINTEGRATION
TECH_TRANSTANGIBLE_NEUTRINO_ACCELERATORS
TECH_EVENT_SPACEFOLD
TECH_FOLDING_SPACE
TECH_SPACE_CREASING
TECH_GALACTIC_CORE_EXPLORATION
TECH_EVENT_4D
TECH_TRANSVERSE_EUCLIDEAN_GEOMETRY
TECH_ENDOGENOUS_EUCLIDEAN_PROPULSION
TECH_EUCLIDEAN_FIVESPACE_GEOMETRY

I am having trouble with them since I am not as familiar with them.

Attometer Engineering is engineering at the atomic level, no need to waste precious metal for thickness or sturdiness since the structures that will require this type of technology will never get close enough to any gravity field to need a backbone. This differs from nanotechnology as nanites are roughly the size of cells.

Atomization is the act in which all atoms in a given area are carefully pulled apart from each other and preserved in place. this is particularly useful when trying to use teleportation, which is where a given object is torn up into atoms using atomization. Those atoms in return are tossed to another place then reassembled using reverse atomization. Reverse atomization is always carried out when any given object leaves the atomization field.

Weaponized Disintegration simply put is the cruel act where the computer holding the atomization field is turned off while an object is within the field, making the object simply disappear into atoms.

Back in the 20th century, Einstein theorized that black holes are the gateways to wormholes and white holes are the exits, however black holes are also collapsed stars in which gravitate all matter towards it's atomic sized center at an extremely high rate. Over the years scientists and physicists both pondered about black holes and how they may be wormholes on the other side. The fictional twist to this is that the only way to pass the singularity unscathed is to charge at the black hole at the speed of light, the speed in which is also deemed impossible to reach by any object that has mass.
A neutrino is a particle emitted from stars in which spontaneously changes form from a mass-less photon type particle(which cannot interact with normal matter) into a quark type particle and anything between, including electron type particles. These different 'flavors' of the neutrino give it uncanny, unprecedented and unfathomable abilities to randomly change forms that can either react with matter in it's massive forms or pass through matter in it's mass-less forms. The trade off to the random changing, which is called oscillation is that the neutrino changes it's speed when changing flavors, when in photon flavor, it goes the speed of light. You could almost say that a neutrino is living proof of E=Mc². The fictional twist to this is that in the distant future humans learn what triggers the oscillation and can use it to power vehicles to reach near light-speed. The catch is that it must be in a gravity field strong enough to counter-balance the torque that this will put out, and what's better than a black hole?

For TECH_EVENT_SPACEFOLD you can just delete it because it was a trial and error test.

Folding space and space creasing you can look up on wikipedia for warp drive. The only difference is that space creasing maximizes the amount of space able to be folded.

Galactic core exploration you can think of something.

TECH_EVENT_4D you can also delete.

The theory in which the 4th dimension is a space in a space hidden from 3 dimensional beings is called Euclidean Four Space Geometry. The fabled ability to visit the 4th dimension is given from your future civ. This means that the technology itself is a freak of nature, being an infinite loop through time. The only downside to this is that to harm 3 dimensional beings, you must be in the 3rd dimension, which disallows simple bullets to wage war and needs the carrier to switch dimensions to hurt or be hurt therefore putting melee war back into play in the late game.

In the movie The Flight of the Navigator, a boy is taken by a craft that can change shape speed etc. This type of ship has no visible 3 dimensional propulsion, electronics or rigid body. It is this technology that has a 4 dimensional craft with a 3 dimensional cockpit allowing the user to go anywhere at any speed within the third dimension.

The ability to reach the fifth dimension is just a test that humans endowed upon themselves to test their own knowledge of how dimensions work in general. It was accidentally discovered when five colleges and a few governments had a race in the fourth dimension to build a machine made from the fourth dimensional flavors of neutrinos that could reach 0 kelvin and instead had the opposite reaction, making the neutrinos slam into the fourth dimensional wall, causing a warped hole into the fifth dimension.
 
Ok While working on the text I had some ideas.

1. I think the Colony Arcology should replace nearly all buildings I am not sure how to do this. IF we need to make them go obsolete at Colony Arcology tech or just have the building Colony Arcology building replace them all. So the progression would look something like this ...

All Buildings -> Colony Arcology -> Launch Arcology -> Arcology Planet

2. The techs, buildings and units should become ever more expensive to astronomical levels. However the production (and all other factors) should become ever more huge. For instance a colony arcology should produce the same amount of everything as a city with every building up to that point in the tech tree. And the arcology plant should produce as much as an entire planets worth of cites but be just as expensive or more to create.

3. Planet Arcologies, Artificial Planets etc should have a limit per solar system due to safe orbits. Thus solar systems with few planets could make more of them than ones crowded with many natural plants.

4. Maybe we should make a few new civs for the Species Uplifting. Such as a dolphin civilization or robot civilization. These could get a big bonus towards their "creator" civilization. Note these would be unplayable by players just like barbarians.

I know you're getting excited about the mod, but please, we're not doing any of that stuff for the first release. We're not doing anything having to do with colonies directly because of the required SDK that I'm skipping for the mini mod series version.

1. We're not doing anything that has to do with the buildings that will be made by colonies, because there won't be any, you'll just have the impression that you have colonies.

2. They are going to be so expensive that any person seeing the cost of the latter technologies will actually cry.

3. We are not doing anything that is not on the home planet. They may be simulated by events, but you won't be able to monitor any of it from a screen.

4. That's for another mini mod.
 
I know you're getting excited about the mod, but please, we're not doing any of that stuff for the first release. We're not doing anything having to do with colonies directly because of the required SDK that I'm skipping for the mini mod series version.

1. We're not doing anything that has to do with the buildings that will be made by colonies, because there won't be any, you'll just have the impression that you have colonies.

2. They are going to be so expensive that any person seeing the cost of the latter technologies will actually cry.

3. We are not doing anything that is not on the home planet. They may be simulated by events, but you won't be able to monitor any of it from a screen.

4. That's for another mini mod.

0. Ok so what is all going to be in the first mini-mod?

1. I mean back on your home planet. Like colony arcology could replace your entire cities buildings.

2. Yay! Because really there are almost like diffrent eras within our galactic era in respect to technological level. For instance early in the era you are going so slow in space and just to the moon. While late in the era your folding space and making stars!!

3. Yeah I realize this. However you could have it where say when your solar system is randomly generated you have like a max of 5 natural planets (besides the home planet) and then say you can squeeze in like 2 more artificial planets in your home solar system. Thus if it had generated 3 planets you have 4 spots left to make artificial ones in your inner solar system. But if it generated 5 planets you only get 2 spots left. Get it? The same idea could happen for the outer solar system. Also planets should have a limit on how many artificial moons they can create. This would be based on the mass of the planet. For instance a terrestrial one could have like a limit of 2 while a gas giant could have lots.

4. That's what I was thinking. However I wanted to post it here before I forgot it.
 
@Civ Fuehrer

Ok I finished. That was very mind numbing. However I was listing to Gustav Holst's "The Planets" while I worked on it. Seemed very fitting. I hope I do not have to do more text files for awhile.

The following tags were changed. Please make sure you change your files to these new tags.

TECH_ABROAD_MINING [changed to TECH_PLANET_MINING]
TECH_SUPERFLUOUS_MANUFACTURING [changed to TECH_PLANET_MANUFACTURING]
TECH_INTERSTELLAR_TRADE [changed to TECH_INTERSTELLAR_COMMERCE]
TECH_ADVANCED_COLONIZATION [changed to TECH_GALACTIC_COLONIZATION]

See attachment for the text file.
 
I have, but I've been waiting for Afforess's response on the social group because he usually checks just about every forum in the Civ4 section of this site. If none comes by tomorrow then I'll proceed as normal and make some unfortunate adjustments to the file.
 
OKAY, moving on... Here's a list of the technologies and their buildings... It's mostly a re-post of what's been talked about before, but I thought I should put it here with a few updates for the buildings of the mod for each Tech.

Ancient Era
- Mysticism

- Stargazing
--- Stargazer's Hut

Classical Era

- Calendar
--- Mayan Calendar (world wonder)

- Astrology
--- Astrologer's School

Renaissance
- Astronomy
--- Observatory [Already In Game]

Industrial Era

- Radio Astronomy
--- Radio Telescope

- Rocketry

Modern Era
- Advanced Rocketry

- Satellites
--- Sputnik (world wonder)
--- Apollo Space Program [Already in Game] (What should we do with this?)
--- Military Satellites [Already in Game]

- Lunar Exploration
--- Lunar Rover Rocket
--- Lunar Rover Control Station

- Space Flight
--- Planetary Rover Communications
--- Communications Satellites [Already in Game]
--- Hubble Space Telescope [Already in Game]
--- Deep Space Research Institute [Already in Game]

- Space Stations
--- International Space Station [Already in Game]
--- Space Elevator [Already in Game]
--- Space Laboratory [Already in Game]

- Space Tourism
--- Orbital Hotel [Already in Game]
--- Orbital Tourist Shuttle
--- Zero G Sports Arena [Already in Game](Moved here instead)

Trans-Human Era
- Orbital Flight
--- Orbital Bomber [Already in Game]
--- Orbital Fighter [Already in Game]
--- Aerospace Complex [Already in Game]

- Ion Propulsion
--- Propulsion Testing Facility

- Orbital Manufacturing (To Replace Space Colonization)
--- Orbital Factory [Already in Game]

- Lunar Colonization
--- Lunar Settler
--- Lunar Colony Communications
--- Lunar Base
--- Lunar Laboratory

-Astrogeology
--- Astrogeology Laboratory

- Lunar Tourism
--- Lunar Hotel
--- Lunar Spaceport

Galactic Era

--Lunar Manufacturing
--- Lunar Exports(Team Project)

- Asteroid Mining
--- Astroidal Imports Co.
--- Asteroid Mine

- Planetary Exploration
--- Mission to Mars (TP)
--- Planetary Robot Rovers
--- Planetary Satellites

- Astrobiology
--- Astrobiology Laboratory
--- Search for Life on other Planets (TP)

- Solar Propulsion
--- Interplanetary Propulsion Center(replaces Propulsion Testing Facility)

- Planetary Colonization
--- Mars Colony MRS (Moon Resource Shuttle)
--- Mars Communication Center

- Planetary Tourism
--- Interplanetary Spaceport

- Extraterrestrial Agriculture
--- Agrodome

- Planetary Mining
--- Planetary Mining Imports

- Planetary Manufacturing
--- Planetary Factory Exports

- Colony Arcology
--- Mission to Europa(TP)
--- Colony Arcology

-Astrovolcanology
--- Astrovolcanology Laboratory

- Planetary Terraforming
--- Mission to Venus(TP)
--- Terraforming Rover MRS
--- Atmosphere Factory
--- Terraforming Nanobot Factory

- Astroecology
--- Alien Zoo
--- Wildlife Planet (Can make an entire planet to become a wildlife preserve).
--- Alien Safari Tour
--- Alien Laboratory

- Intrastellar Communications
--- Interplanetary Communication Satellite

- Mass Driver Launcher
--- Railgun Cargo Launcher

- Interplanetary RR Defenses
--- Railgun Rocket
--- Planetary Shield Satellites
--- Space Sentinels

- Intrastellar Trade
--- Martian Imports Co.
--- Martian Space Freighter

- Magnetic Sails
--- Requires Interplanetary Propulsion Center
--- Interplanetary Magnetic Cruiser

- Nuclear Pulse Propulsion
--- Interplanetary Express Rocket MRS

- Deep Space Probes
--- Alpha Centauri Deep Space Probe

- Launch Arcology
--- Launch Arcology

- Attometer Engineering
---UVB Manufacturing Plant
---(Dyson Sphere will be a colony project)

- Atomization Field
---Atomizing Box(WW)
---Atomized Fusion Plant

- Teleportation
--- First Atomized Animal(TP)
--- Decentralized Teleporters
--- Lunar Teleport (Moon Resource Shuttles Obsolete)

- VASIMR Propulsion
--- Interstellar Propulsion Test Facility

- Weaponized Disintegration
--- AIPD (Atomizing InterPlanetary Defenses)

- Planet Engineering
--- Arcology Planet

- Species Uplifting
--- Monolith
--- Alien Embassy

- Interstellar Colonization
--- Seedship (Can Colonize Entire Planet at Once)

- Interstellar Trade
--- Alpha Centauri Imports Co.
--- Alpha Centari Space Freighter

- Artificial Planets
--- Planetary Construction Center

- Interstellar Colonization
--- Generation Ship

- Astroanthropology
--- Galactic Cantina
--- Museum of Humanity

- Advanced Seedships
--- Mega Seedship (Can Colonize Entire Solar Systems)

- ACNP Propulsion
--- Reqs Interstellar Propulsion Test Facility

- Artificial Stars
--- Star Fabrication Center

- Weaponized Antimatter
--- Interstellar Defenses

- Antimatter Rocket

- Singularity Stabilization
--- First Artificial Blackhole(PP)

- Trans-tangible Neutrino Accelerators
--- First Near-Light Speed Probe(TP)
--- Black Hole Probe(there will be a similar unit for colonies to build too)

- Wormhole Communications
--- Interstellar Communications Satellite

- Wormhole Traversal

- Galactic Federation
--- Galactic Code WP
--- Federation of Planets WW (United Nations for Space)

- Time Travel
--- Astro-Chronology Laboratory

- Folding Space
--- Reqs Warp Drive shaft from event

- Space Creasing
--- GCE Warp Drive

- Galactic Core Exploration
--- (need to replace current Space Victory Shuttle with this)

- Transverse Euclidean Geometry
--- First Four Dimensional Animal(TP)
--- 4D Melee Unit(s)(shot projectiles won't be able to toggle dimensional plane in which it exists to physically damage 3D objects)

-Dual-flux Quantum Temporal Rift
--- Quantum Temporal Rift Inducer(WW)
--- Omni-Chronology Laboratory (NW)
--- Temporal Suspension Animator Factory
--- Temporally Suspended Droid

- Endogenous Euclidean Propulsion
--- 4D UAVs
--- 4D USVs (Unmanned Spacial Vehicles)

- Euclidean 5-Space Geometry
--- GCE Artifical Gravity

- Analyze Strings (repeatable)
--- Ascension Event
--- Replaces "Future Tech" tech
--- Gives same effects as "Future Tech"
 
As a little side project that I did while doing my C++ homework, I made a little random name generator for stars here that's in it's early stages and could be put in at a much later date and most likely in the Civ5 version. I must warn at such an early stage you may see some words that make absolutely no sense and/or may not be able to be enunciated by it's sheer inability to make any articulatable sense:lol: though I have ironed out most of the larger problems. And as for the buildings XML i gotta get working on that again, I got too distracted with other stuff.
 
Stargazer's Hut
Technology: Stargazing
Obsolete: Astrology
Cost: 40
+1 happy
+10% science

Mayan Calendar
Technology: Calendar
Obsolete: ?
Cost: 180
+1 gp science
+1 gold
+1 science
+2 culture
+10% science

Astrologer's School
Technology: Astrology
Obsolete: Astronomy
Cost: 65
+1 happy
+2 culture
+2 science
+5% science

Sputnik
Technology: Satellites
Obsolete: ?
Cost: 1900
+5 gp science
+2 happy to nearby cities
+20% science
+3 civilian science specialist slots
+5 culture

Lunar Rover Control Center
Technology: Lunar Exploration
Obsolete: Lunar Colonization
Cost: 2500
+10 gold maintenance
+3 science
+5% science

Planetary Rover Control Center
Technology: Space Flight
Obsolete: Planetary Colonization
Cost: 3100
+20 gold maintenance
+5 science
+10% science

Propulsion Testing Facility
Technology: Ion Propulsion
Upgrades: Interplanetary Propulsion Center
Cost: 3800
+10 gold maintenance
+20% science

Lunar Colony Communications Center
Technology: Lunar Colonization
Cost: Built on Lunar Settler event
Type: National Wonder
+500 gold maintenance (+400 w/ Solar Propulsion), (+350 w/ Magnetic Sails), (+200 w/ Mass Driver), (+100 w/ Teleportation)
+5 science (with Lunar Laboratory Event)
+20% science (with Lunar Laboratory Event)

Astrogeology Laboratory
Technology: Astrogeology

Lunar Exports
Technology: Lunar Manufacturing
Obsolete: Mass Driver Launcher
Reqs: Lunar Colony Communications Center
Cost: 3900
+40 gold maintenance (+30 w/ Solar Propulsion), (+20 w/ Mass Driver), (+10 w/ Magnetic Sails), (+5 w/ Teleportation)
-20% hammers
Allows: Moon Resource Shuttles

Astroidal Imports Co.
Technology: Asteroid Mining
Reqs: Astroid Mining Moon Resource Shuttle
Type: Corp HQ
Cost: 4000
+60 gold maintenance (+40 w/ Solar Propulsion), (+30 w/ Magnetic Sails), (+20 w/ Mass Driver), (+10 w/ Teleportation)
+4.6 gold/city
Provides: Iron x1, Bauxite x1
allows: +3.8 hammers, +6 culture/resource

Astrobiology Laboratory
Technology: Astrobiology

Interplanetary Propulsion Center
Technology: Solar Propulsion
Cost: 4800
+50 gold maintenance
+10% science
+2 science specialist

Mars Communications Center
Technology: Planetary Colonization
Reqs: Mission to Mars
Cost: 4500
+20 gold maintenance
+2 science specialist

Spaceport Airlines
Technology: Planetary Tourism
Cost: 5200
+50 gold maintenance (+40 w/ Magnetic Sails), (+30 w/ Teleportation)
+8 culture
+15% gold

Agrodome

Planetary Mining Imports
Technology: Planetary Mining
Cost: 4800
+60 gold maintenance (+ 40 w/ Magnetic Sails), (+20 w/ Mass Driver), (+10 w/ Teleportation)
+20 hammers

Planetary Factory Exports
Technology: Planetary Manufacturing
Cost: 5500
+80 gold maintenance (+60 w/ Magnetic Sails), (+40 w/ Mass Driver), (+20 w/ Teleportation)
+10% hammers

Alien Zoo
Technology: Astroecology

Alien Laboratory
Technology: Astroecology

Interplanetary Communications Satellite
Technology: Intrastellar Communications
Cost: 6200
+40 gold maintenance
+1 trade route

Railgun Cargo Launcher
Technology: Mass Driver
Cost: 6800
-20% maintenance
+4 trade routes

Railgun Rocket Launcher
Technology: Interplanetary RR Defenses
Cost: 7100
+10 gold maintenance
+80% intercept nukes
+100% intercept planes

Planetary Satellite Shield Management Facility
Technology: Interplanetary RR Defenses
Cost: 7400

Space Sentinel Defense Center
Technology: Interplanetary RR Defenses
Cost: 7800

Martian Imports Co.
Technology: Intrastellar Trade
Type: Corp HQ
Cost: 7400
+90 gold maintenance (+60 w/ Magnetic Sails),
+5.2 gold/city
+4 hammers, +2.5% hammers / resource

UV Manufacturing Plant
Technology: Attometer Engineering
Cost: 8600
+10 gold maintenance
+15 hammers

Atomizing Machine
Technology: Atomization Field
Type: World Wonder
Cost: 18800
-5% maintenance
+5 science specialist
+5 science GP
Allows: Atomized Fusion Plant in every city on same continent

Atomizing Fusion Plant
Technology: Atomization Field
Cost: 10000
+50 gold maintenance
Allows: Clean Power
+5 hammers
+5% hammers
+5 science
+10% science
+10 culture

City Teleporter
Technology: Teleportation
Reqs: First Atomized Animal
Cost: 11500
-10% maintenance
+5 trade routes

Lunar Teleporter
Technology: Teleportation
Reqs: First Atomized Animal
Type: National Wonder
Cost: 12500
-10% maintenance
Obsoletes: Moon Resource Shuttle
Allows: Moon Resource Package

Interstellar Propulsion Testing Facility
Technology: VASIMR Propulsion
Cost: 15000
+80 gold maintenance
+10% science
+3 science specialist
+2 science GP
+5 science

Atomizing Interplanetary Defenses
Tech: Weaponized Disingegration
Cost: 21000
+160 gold maintenance
+90% nuke interception
+150% plane interception

Alien Embassy

Alpha Centauri Imports Co.
Technology: Interstellar Trade
Type: Corp HQ
Cost: 22000
+600 gold maintenance (+400 w/ VASIMR Propulsion)
+12.6 gold/city
Allows: +6 hammers, +8.6 gold / resource

Galactic Cantina
Technology: Astroanthropology

Museum of Humanity
Technology: Astroanthropology

Federation of Planets
Technology: Galactic Federation

Astro-Chronology Laboratory
Technology: Time Travel
Cost: 31000
+1200 gold maintenance
+20 science
+150% science

Dimensional Gateway
Technology: Transverse Euclidean Geometry
Cost: 58000
+2500 gold maintenance
allows: 4 dimensional units

Quantum Temporal Rift Inducer
Technology: Dual-Flux Quantum Temporal Rift
Cost: 82000
+3200 gold maintenance
allows: Temporal Zone shifting

Omni-Chronology Laboratory
Technology: Dual-Flux Quantum Temporal Rift
Cost: 65000
+2800 gold maintenance
+50 science
+200% science

Temporal Suspension Animator Factory
Technology: Dual-Flux Quantum Temporal Rift
Cost: 71000
+3600 gold maintenance
+50 hammers
+150% hammers
allows: Temporally Shifting units

---------------------------------------------------------------
Also I added a new tech; Dual-Flux Quantum Temporal Rift which I will be adding to the TechInfos tomorrow along with it's civ entry codes and description.
 
I'm betting I'm missing a few buildings from the list, but the majority of the colony simulations will be done through units for example, when you get attometer engineering, and after you build the UV Manufacturing Plant, you'll be able to build Dyson Sphere resource shuttles or Dyson Sphere resource packages(once you get teleportation) for a couple thousand hammers a pop.

For the buildings missing stats I need some input on what they should do.
 
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