The Ascent of Mankind

I will help plan out things once I am done merging my combo mod for AND.

I do have a question though. How will things made on other planets be created?I am still a bit fuzzy on how things will work.

The player won't see a single thing that other planets are making. The way I will be simulating colony research is by making the communication building increase beaker output when colony "settling" events happen and when colonies "build" research labs, etc. this will happen via timed events. Units that other colonies may send to the home planet will just appear on the map, and units you send to the moon or other colonies or probes, etc. will just disappear from the map and initiate a timed even count-down for whatever it is you sent it for.
 
I don't think the Astrologer's School should give science. It could give culture and happiness but if anything it would reduce science.

Why not? Did much to advance science especially in the field of instruments to measure stuff. As did alchemy they are just considered dead ends or the wrong track now. At the time they were expanding our understanding of the world around us which is what science is about.
 
The player won't see a single thing that other planets are making. The way I will be simulating colony research is by making the communication building increase beaker output when colony "settling" events happen and when colonies "build" research labs, etc. this will happen via timed events. Units that other colonies may send to the home planet will just appear on the map, and units you send to the moon or other colonies or probes, etc. will just disappear from the map and initiate a timed even count-down for whatever it is you sent it for.

So the propulsion advancements will speed up the countdown then?
 
So the propulsion advancements will speed up the countdown then?

The countdown is more or less just a random amount of turns, the propulsion advancements reduce the insane amount of maintenance required for trade networks between planets/solar systems. Plus the countdowns also account for the time required to build things but after I have had one or two releases of TMS (The Ascent of Mankind: The Magnificent Skies is what the first mini mod is going to be called) and have had some time to enhance the events then yes the propulsion will most likely reduce the countdown time.

EDIT: I made a new list on the OP of all the possible expansions to ATOM, this list goes in order from most simple to create to most complex:

Potential Ascent of Mankind expansions:
The Magnificent Skies (original mini mod)
Alien Outbreak! (alien civs, outbreaks and brawls)
Temporal Tampering (expand on the ideas of time travel and anomalies)
Deep Sea Astronomy (using colony arcologies on the home world)
Beyond the Blue (planet listing screen & random name generator)
Celestial Body Discharge (planet depletion)
Black Expanse Bloodshed (space wars)
 
From your unusual silence Hydro, I'm guessing you don't have fresh ideas for buildings for the techs w/out them?
 
From your unusual silence Hydro, I'm guessing you don't have fresh ideas for buildings for the techs w/out them?

Sorry I was busy with HAND. Anywho I am actually not really sure what to add that has not already been said. I mean what you have so far looks good. I will have to seem them in action to see if they need to be tweaked.

The only one i thought was a bit weird was the astrology school which probably should not have science.

I will let you know if I have any new ideas.
 
Well I need help coming up with stats for the listed buildings. You could even list stats that don't exist and would require Python. I just need some idea of what these are going to do.

Astrogeology Laboratory
Technology: Astrogeology

Astrobiology Laboratory
Technology: Astrobiology

Agrodome

Alien Zoo
Technology: Astroecology

Alien Laboratory
Technology: Astroecology

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

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

Alien Embassy

Galactic Cantina
Technology: Astroanthropology

Museum of Humanity
Technology: Astroanthropology

Federation of Planets
Technology: Galactic Federation
 
Ok here are some ideas ...

Note that the some require buildings from other mods. These would be only in effect if the user had that particular mod installed too. In addition I also added 3 new resources "Alien Microbes", "Alien Flora" and "Alien Fauna". This is assuming that Afforess makes the "goods mod" and these can count as "goods" rather than true "resources".

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Astrogeology Lab (Req Astrogeology)
Cost: ?

Special Abilities
  • +6 Science
  • 5% with Marble
  • 5% with Stone
  • 5% with Obsidian
  • 5% with Gems
  • Can turn 2 Citizens into a Scientist
  • Requires Geology Lab (Science Mod)

-----

Astrobiology Lab (Req Astrobiology)
Cost: ?

Special Abilities
  • +6 Science
  • Can turn 2 Citizens into a Scientist
  • +5% Science with "Alien Microbes"
  • Requires Biology Lab (Science Mod)

-----

Alien Lab (Req Astroecology)
Cost: ?

Special Abilities
  • +7 Science
  • Can turn 3 Citizens into a Scientist
  • Risk of "Alien Outbreak".
  • +5% Science with "Alien Flora"
  • +5% Science with "Alien Fauna"
  • Requires Astrobiology Lab

Maybe this could give some sort of special "alien" promotion for units from this lab. Or even "alien units" for possible future AToM expansion mods.

-----

Agrodome (Req Planetary Agriculture)
Cost: ?

Special Abilities
  • +10 Food
  • +5% Food with "Alien Flora"
  • Requires Farmscraper III

-----

Alien Zoo (Req Astroecology)
Cost: ?

Special Abilities
  • +20% Science
  • +20% Culture
  • +25% Maintenance
  • +5 Commerce with "Alien Flora"
  • +5 Commerce with "Alien Fauna"
  • Requires Zoo (Zoological Buildings Mod)

-----

Alien Embassy(Req Species Uplifting)
Cost: ?

Special Abilities
  • +25% Production
  • +25% Gold
  • +25% Science
  • +25% Culture

-----

Galactic Cantina(Req Astroanthropology)
Cost: ?

Special Abilities
  • +10 Culture
  • +2 Free Celebrities
  • +5 Happy
  • +1 Happy from Hit Singles
  • +1 Happy from Tobacco
  • +1 Happy from Alcohol
  • +1 Unhealthy from Tobacco
  • +1 Unhealthy from Alcohol
  • Requires Access to Power
  • Requires Alien Embassy

-----

Museum of Humanity (Req Astroanthropology)
Cost: ?

Special Abilities
  • +2 Gold
  • +2 Culture
  • +20% Science
  • +20% Culture
  • Can turn 2 citizens into Scientist
  • +10% Commerce from Ancient Relics
  • Requires Museum

-----

Federation of Planets(Req Galactic Federation) [Great Wonder]
Cost: ?

Special Abilities
  • Triggers Galactic Federation Universal Events
  • Guarantees Eligibility for Diplomatic Votes
  • +3 Unhappy with Nationalism
  • Cities More Likely to create Great Merchant
  • Diplomatic Victory must be Enabled
  • Requires at least 3 Teams
  • Requires 5 Alien Embassy

-----

These are the ones I have thought about so far. Tell me what you think.
 
I like the museum, embassies and federation, but this is still going to take a very long time!
 
Sorry I haven't been posting for a little bit there but I've been doing some heavy duty projects for my classes lately with no time to mod but the light at the end of the tunnel is growing.

At first I will try to avoid building requirements to the Science mod for those who do not wish to use it then add a second similar XML that will use the science mod buildings as prereqs for those who do use it.
 
At first I will try to avoid building requirements to the Science mod for those who do not wish to use it then add a second similar XML that will use the science mod buildings as prereqs for those who do use it.

That's what Afforess did for the Firestorm mod and the Water Mod with cross over buildings. I think he did the same for the ski resort in the Sports mod and the Mountain Mod too. I think there are more things he did too. So I know it can work.
 
Ok here are some ideas ...

In addition I also added 3 new resources "Alien Microbes", "Alien Flora" and "Alien Fauna". This is assuming that Afforess makes the "goods mod" and these can count as "goods" rather than true "resources".

These are the ones I have thought about so far. Tell me what you think.

In the mean time I will be ignoring the goods and having the buildings not require them. In time if the Goods is still not released i'll make either an event or a feature for them.

I like the ideas but what should i do with

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

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

The initial ideas were yours after all. Perhaps I should take them out for now and put them back in with another addon to the modmod franchise? If so I was thinking they would fit in nicely with either Alien Outbreak! or Black Expanse Bloodshed.
 
I suppose that I will have to check the tech tree to make sure you are not confilicting with my tech "Shamanism" as part of AAranda's religion mod :(.
 
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