The Song of the Moon

Lunargent said:
There are other sources for Nitrogen besides Earth and Titan. Actually, you can get it from pretty much anywhere but the moon or Mercury (though Venus would be challenging), both of which have been pretty much reduced dry slag early in their history (it's thought that a giant impact vaporized the outer layers of Mercury).

Your best bet besides Earth imports, (and politically, that wouldn't fly because it's needed as fertilizer here), would be to mine the asteroid belt or comets. A single comet could provide all the nitrogen and water you'll need for a long time. A project to capture and utilize a comet could be another world or national wonder.

I can see it being either though.

So you could have 4 sources of water:

1.Initial imports from earth to get the ball rolling. Cities should be limited in size due to health concerns if this is all they have though.

2. Rare polar ice deposits that could be traded like any other resource. ( but the AI would prioritize them)

3. A national deep well wonder that provides health for all cities.

4. A world captured comet wonder that provides even more health for all cities. It could provide 4-5 tradable nitrogen and water resources, much like the mines of Dal-Gur in FFH provide iron, so you could profit from the excess as well, or deny it to your rivals.

For nitrogen, you could have the above comet wonder, and an advanced building that can generate it directly, both providing more health.

Culture

I don't think this makes as much sense on the moon as it does on earth. People would, for the most part, be limited to living in the outposts directly. It's very difficult to revolt against a government that controls the air you breathe among other things.

I think each city should get a set amount of culture that allows it to work its fat cross, and stay there at that level. In the case of overlapping cities, it should be whomever got there first takes priority, you can fight over the details if you want a resource badly.

To replace it, there should be an attribute called energy, or power. Certain buildings and terrain improvements such as solar arrays or nuclear power plants would provide this energy, and other buildings, improvements, and units would use this energy. Devoting a certain amount of your terrain to power generation would be essential if you want to really grow. Excess power could be traded away to power short civs, or even beamed to earth for extra income.

Wow, more good stuff.

You're right about culture. I think we need to seriously rethink even having much, if any, culture.
 
@ Lunargent and Geomodder - you guys care to dream up more buildings, Wonders, and resources? The health and happiness stuff is what we need!
 
woodelf said:
@ Lunargent and Geomodder - you guys care to dream up more buildings, Wonders, and resources? The health and happiness stuff is what we need!
I have some!

Buildings:
Fusion Power Plant (Nuclear Plant with no chance of meltdown)
Satalite Station
Radioactive Containment (gets rid of Plutonium's health risks)
Robot Arena (Basically Colluseum)

Resources:
Alien Writings (+1 production)
Neon (+1 happiness)
Meteorites (-1 health +2 production)
Acid (-1 happiness +2 production)

What do you think?
 
Belizan said:
If someone knows where we can create a persistant download site, I can put an up to date copy of the mod there. For whatever reason, filegone seems not to work with files as large as our mod is. (I suppose we could try breaking it into two)

Try http://www.filefront.com/

I use it all the time. You can upload any file up to 1 GIG (wow!), and it gives stats for all of your downloads.

You can also submit the mod to filefront as a featured download.
 
Yeah, but filefront owns anything you put up on their server. And legally, you have to own all the rights to everything you put up there, too (since you are giving them rights to it by puting it there). That means A) puting SoM up there would be a violation of said Use Policys--i.e. the contract you "sign" when you get an account, and B) we would be giving away rights to all our work, which I'm not sure everyone involved in this project is prepared or happy to do. As such, it's not a very good solution :(.
 
I have a bug due to modified files that means I can't see any text in your mod. But don't worry, it has nothing to do with your mod at all, I can assure you. But the effect of that is that I'll probably repeat alot of what you have already.
But I'll give it a shot anyway.

Happiness-

Externaly Stimulated Virtual Reality (+1 happiness)
Euphoria gas (+3 happiness -2 production)
Mind-Machine interface (+1 happiness +4 production, +2 science)
True Virtual Reality (matrix style implants) (+2 happiness, +3 science, requires M-M interface)
Colony Mind (requires M-M interface). -3 unhappy, +1 production, +2 science.
National Wonder- Memory Upload Archive (no unhappiness in this city, science level never drops after reaching a peak)

Health-

Machined Organs (+2 health)
Nano-corpuscles (+3 health)
Man-machine hybrids (all biological units gain +1 move, +1 health, requires M-M interface)
World Wonder- The Clockwork City- All new settlers created in this city are man-machine hybrids that are better adapted to life on the moon. Cities created by these settlers have -5 unhealthiness. Requires Man-Machine Hybrids.
Genetic Radiation Resistance-Initiates a genetic modification program into the city's populace that increases resistance to the high radiation environment of the moon and increases health +1 per 25 years. cannot exist in same city as Man-Machine hybrids.
Perfected Flora- Creates plants that can better deal with and recycle human wastes (+3 health, +3 happiness, cannot exist with man-machine hybrids)
 
woodelf said:
@ Lunargent and Geomodder - you guys care to dream up more buildings, Wonders, and resources? The health and happiness stuff is what we need!

Mail me a list with what you already got in your current version, and I'll see what I can do. A warning tho, most of it will probably have a SMAC background. ;) (and I tend to forget what I already spit out sofar :blush: )
 
Lunargent said:
Culture
I don't think this makes as much sense on the moon as it does on earth. People would, for the most part, be limited to living in the outposts directly. It's very difficult to revolt against a government that controls the air you breathe among other things.

I think each city should get a set amount of culture that allows it to work its fat cross, and stay there at that level. In the case of overlapping cities, it should be whomever got there first takes priority, you can fight over the details if you want a resource badly.

To replace it, there should be an attribute called energy, or power. Certain buildings and terrain improvements such as solar arrays or nuclear power plants would provide this energy, and other buildings, improvements, and units would use this energy. Devoting a certain amount of your terrain to power generation would be essential if you want to really grow. Excess power could be traded away to power short civs, or even beamed to earth for extra income.
(This might be exactly what you wrote, but anyhow) The problem is not really culture in itself (which could be renamed propaganda), but that it expands borders. If energy/power was to expand borders instead, this would indirectly mean that more energy would make the base able to support more buildings/improvements/units.

A sort of work-around for including energy-expansion would be for the expansion from energy/power work like "Great Works", adding a specific number of "culture" points when a specific energy-building exists in a city. Since the culture-slider probably needs to be left in the game (for wartime happiness purposes), the border expansion levels should be high and only really attainable by building energy/power improvements.
 
Mr.Earl said:
I have some!

Buildings:
Fusion Power Plant (Nuclear Plant with no chance of meltdown)
Satalite Station
Radioactive Containment (gets rid of Plutonium's health risks)
Robot Arena (Basically Colluseum)

Resources:
Alien Writings (+1 production)
Neon (+1 happiness)
Meteorites (-1 health +2 production)
Acid (-1 happiness +2 production)

What do you think?

I like the containment idea. Nice. I have a Jetpack Arena and Fusion plant (even though it may have been deleted at one point.)

JBG was dead set against aliens, but we'll see....;) Meteorites are going to be part of random events. :scan:

Thanks, keep em coming!
 
Lunargent said:
I have a bug due to modified files that means I can't see any text in your mod. But don't worry, it has nothing to do with your mod at all, I can assure you. But the effect of that is that I'll probably repeat alot of what you have already.
But I'll give it a shot anyway.

Happiness-

Externaly Stimulated Virtual Reality (+1 happiness)
Euphoria gas (+3 happiness -2 production)
Mind-Machine interface (+1 happiness +4 production, +2 science)
True Virtual Reality (matrix style implants) (+2 happiness, +3 science, requires M-M interface)
Colony Mind (requires M-M interface). -3 unhappy, +1 production, +2 science.
National Wonder- Memory Upload Archive (no unhappiness in this city, science level never drops after reaching a peak)

Health-

Machined Organs (+2 health)
Nano-corpuscles (+3 health)
Man-machine hybrids (all biological units gain +1 move, +1 health, requires M-M interface)
World Wonder- The Clockwork City- All new settlers created in this city are man-machine hybrids that are better adapted to life on the moon. Cities created by these settlers have -5 unhealthiness. Requires Man-Machine Hybrids.
Genetic Radiation Resistance-Initiates a genetic modification program into the city's populace that increases resistance to the high radiation environment of the moon and increases health +1 per 25 years. cannot exist in same city as Man-Machine hybrids.
Perfected Flora- Creates plants that can better deal with and recycle human wastes (+3 health, +3 happiness, cannot exist with man-machine hybrids)

I love this stuff. I'll be trying to implement it with Geo's Wonders from a few weeks ago. Keep it coming!
 
Holistic said:
(This might be exactly what you wrote, but anyhow) The problem is not really culture in itself (which could be renamed propaganda), but that it expands borders. If energy/power was to expand borders instead, this would indirectly mean that more energy would make the base able to support more buildings/improvements/units.

A sort of work-around for including energy-expansion would be for the expansion from energy/power work like "Great Works", adding a specific number of "culture" points when a specific energy-building exists in a city. Since the culture-slider probably needs to be left in the game (for wartime happiness purposes), the border expansion levels should be high and only really attainable by building energy/power improvements.

I know where to adjust the culture "expansion" levels in XML so that might help. I like these ideas, but my brain is still tired so I'll have to think about them or hope someone else can figure out how to implement it. :D
 
About uploading this file. We should simply split it in 2. It's not hard at all to do it this way. I did the patch by simply uploading the files/folders that were needed. When I get DSL I'll do it unless Matt beats me to it.
 
Um, the download link for 0.15A doesn't work, just FYI. Says the file has expired.
 
GeoModder said:
Mail me a list with what you already got in your current version, and I'll see what I can do. A warning tho, most of it will probably have a SMAC background. ;) (and I tend to forget what I already spit out sofar :blush: )

Geo - if you have v0.17 you have basically the up to date version with buildings, ect. Also, if you check out the tech tree flowchart it has everything that is currently in game. I do have some stuff written down that you've mentioned before from various posts. :)

Just keep the ideas coming no matter if you've stated them before.
 
Here's an idea for this great mod : since you are not using religions maybe you could use them to represent ideologies spreading around the various colonies or (better imho) to represent revolutionary tendencies and the desire of the colonists to secede from earth and create 'indegenous' nations.

With the latter, the secessionist idea would originate in a colony (just like a religion) with the discovery of isolation and then spread to other colonies naturally or with the help of a unit (might seem odd though). A civ could declare independance from its home country, government, agency or what not.
You could implement happy/unhappy faces if a colony's sentiment toward independance does not match the official civ position (ie if it had chosen independance as the 'state religion').

What do you think? :)
 
Guagle said:
Here's an idea for this great mod : since you are not using religions maybe you could use them to represent ideologies spreading around the various colonies or (better imho) to represent revolutionary tendencies and the desire of the colonists to secede from earth and create 'indegenous' nations.

With the latter, the secessionist idea would originate in a colony (just like a religion) with the discovery of isolation and then spread to other colonies naturally or with the help of a unit (might seem odd though). A civ could declare independance from its home country, government, agency or what not.
You could implement happy/unhappy faces if a colony's sentiment toward independance does not match the official civ position (ie if it had chosen independance as the 'state religion').

What do you think? :)

:D

You're very close to what we have in mind. If you check the thread in the main C&C forum Holistic came up some good ideas like yours. Maybe on page 95 of that thread or so.

edit : thread here : http://forums.civfanatics.com/showpost.php?p=3796732&postcount=1881

Read his ideas and see what you'd like to add. ;)
 
Rabbit said:
Um, the download link for 0.15A doesn't work, just FYI. Says the file has expired.

Crap. Do you have the game yet Rabbit? We're working on uploading the game again.....:(
 
woodelf said:
Crap. Do you have the game yet Rabbit? We're working on uploading the game again.....:(
No I don't have it. I did download the patch though and turned out that's all I needed for now. I just wanted to see what kinds of units you're using and take a look at their textures.
 
Just thought of a two buildings and a resource:

Wormhole Generator (Makes Trade Route more efficent)
Cloning Lab (Useful for units that are weak but easy to build)
And the resource:
Ozone (+1 health)
 
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