What do YOU want to see in the future eras?

How do you know what is scientifically accurate if it hasn't happened yet? Are you a regular at reading scientific articles, following scientific advances of the future by leading scientists, and what is possible? Ill edit the gamespeeds..and there is more than plenty of stuff to be added, im actually running out of room. Alot of techs can be seen as overspecific but what about some of the techs from prehistoric to modern? I think your a historical traditionalist, and their is no problem with that.

EDIT: The future isnt the next 100 years..we as humans will live for a long time, and have quite the journey.


Let me take a look.

I have no idea what will happen in the next 100, or 1000 years. I am saying that this is a game, and gameplay wise it doesn't make much of a difference if we end in 2275 AD or 102275 AD. It does however make a lot of work for me to go and rework the turns per year (again).
 
Thanks MrAzure. One last question, where would the Culture from Iain Banks' novels be?
let me see..

symbiotic society of artificial intelligences (AIs)
They would have mastered Essense Transistors
Essense Transistors= symbiotic clones (clones that can share minds)

he Culture is characterized by being a post-scarcity society (meaning that its advanced technologies provide practically limitless material wealth and comforts for everyone for free, having all but abolished the concept of possessions), by having overcome almost all physical constraints on life (including disease and death) and by being an almost totally egalitarian, stable society without the use of any form of force or compulsion, except where necessary to protect others.

limitless material wealth = Programmable Matter? Element Engineering?
physical constraints on life (including disease and death) = At least Nano Era..

totally egalitarian, stable society without the use of any form of force or compulsion, except where necessary to protect others.

The Culture is a symbiotic society of artificial intelligences (AIs) (Minds and drones), humanoids and other alien species who all share equal status.

So some sort of collective hivemnind,,,hmm Binary Omnipresence? or is it a culture thing?

Minds, powerful artificial intelligences, have an important role to play in this society. They administer this affluence for the benefit of all. As one commentator has said,

okay! so they have an archailect. (Fake God artificial intelligence).. The size of it i dont know..
There are no laws as such in the Culture. Social norms are enforced by convention (personal reputation, 'good manners' and by, as described in The Player of Games, possible ostracism and involuntary supervision for more serious crimes

so an archailect.

has been argued within the novels by opponents of the Culture that the role of humans in the Culture is nothing more than that of pets, or parasites on Culture Minds, and that they can have nothing genuinely useful to contribute to a society where science is close to omniscient about the physical universe, where every ailment has been cured, and where every thought can be read.

Techniques in genetics have advanced in the Culture to the point where bodies can be freed from built-in limitations. Citizens of the Culture refer to a normal human as "human-basic" and the vast majority opt for significant enhancements; severed limbs grow back, sexual physiology can be voluntarily changed from male to female and back (though the process itself takes time), sexual stimulation and endurance are strongly heightened in both sexes (something that is often subject of envious debate among other species),

So far.. at least luminal Era. This type of genetic engineering is not possible in earlier eras..in luminal humans become different species.. Aphoristical Fruits are in Luminal..

Most Culture individuals opt to have drug glands that allow for hormonal levels and other chemical secretions to be consciously monitored, released and controlled. These allow owners to secrete on command any of a wide selection of synthetic drugs

Yes..so far Luminal..the TECH Secretion Slaves is in Luminal..drugware is in cyber era thou..

For all their genetic improvements, the Culture is by no means eugenically uniform. Human members in the Culture setting vary in size,
By contrast to drones, Minds are orders of magnitude more powerful and intelligent than the Culture's other biological and artificial citizens. Typically they inhabit and act as the controllers of large-scale Culture hardware such as ships or space-based habitats.

Solar Era. Brain Architect Ships are common (a giant spaceship hosting asupercomputer).


The Culture has a relatively relaxed attitude towards death. Genetic manipulation and the continual benevolent surveillance of the Minds make natural or accidental death almost unknown.

Interstellar Era. Death Surveillance TECH. (anyone that shows sign of dying is "replenished". This also the era Lifefruit becomes avaliable..a Lifedrink is made to revive someone AND to their young adulthood.

Some citizens choose to go into "storage" (a form of suspended animation) for long periods of time, out of boredom or curiosity about the future.
Cryogenetics..but Suspended Animation is without cold. solar Era Tech.

Attitudes individual citizens have towards death are very varied (and have varied throughout the Culture's history). While many, if not most, citizens make some use of backup technology, many others do not, preferring instead to risk death without the possibility of recovery (for example when engaging in extreme sports).

Nano Era..Surrogate bodies, Crashcache..Sophontology..etc..

In this ability they can create action-at-a-distance – including forces capable of pushing, pulling, cutting, and even fine manipulation, and forcefields for protection, visual display or plain destructive ability. Such applications still retain restrictions on range and power: while forcefields of many cubic kilometres are possible

Gargantuan Forcefileds is Galactic Era, but Attractors and Repulsion is Interstellar Era, and Shields are avaliable starting Solar Era.

A major feature of its post-scarcity society, the Culture is obviously able to gather, manipulate, transfer and store vast amounts of energy. While not explained in detail in the novels, this involves antimatter and 'grid energy', a postulated energy field dividing the universe from a mirroring anti-matter universe, and providing practically limitless energy. Transmission or storage of such energy is not explained, though these capabilities must be powerful as well, with tiny drones capable of very powerful manipulatory fields and forces.

Antimatter = interstellar era
limitless energy= galactic "Matter Generator"
mirroring anti-matter universe = Dimension Era "Basement Universe"



I would have to say Interstellar / Galactic Era if they did not have ab anti-matter universe.

With it..they are Dimension Era.



I have no idea what will happen in the next 100, or 1000 years. I am saying that this is a game, and gameplay wise it doesn't make much of a difference if we end in 2275 AD or 102275 AD. It does however make a lot of work for me to go and rework the turns per year (again).

I can do that if you want. We will fix the years after ALL the Techs are added and ill help out. That way we only do it once.
 
I have no idea what will happen in the next 100, or 1000 years. I am saying that this is a game, and gameplay wise it doesn't make much of a difference if we end in 2275 AD or 102275 AD. It does however make a lot of work for me to go and rework the turns per year (again).

Actually it does, alot. Its part of the amosphere of the game, I like the Ops dates. They help make the game realistic, I would rather have the last Era start at 125,000 A.D then 3456 Ad. It would make me feel like I really achieved something, and that the stuff in the era must really be that advanced. If coding it is a problem, I would wait until all the techs are added and do it, I would help out if im still at CivFanatics at time, Im sure Op will too.
 
@Astax
RoM had water cities, but the AI proved inadequate to use them...

@MrAzure
About the scifi techs, I must agree with Is612 in that the techs should be more probable than not. This statement however is VERY flexible yet strict. Technologies can be put down, but the order that they are put in make every bit of difference. Say you want a ship like the one from Flight of the Navigator; you'll need to explain the absence of an engine, the absence of propulsion, a rigid body, etc. down to every last detail about the ship. The AI onboard can scan thoughts, subconscious frequencies (used as a universal translator (also used in HGTTG with the Babel Fish)), and morph at will with the ability to record video and sound from any direction without a fixed camera. On top of this it has near-lightspeed abilities.


I myself do have a list of technologies that have yet to be put in, a few of which I've already discussed in other threads here. All of them however take part in Fabled Celestium: the game story I'm developing.
-Forcive Converters
-- Used in ships in the mid-galactic era, this technology allows the cabin of a ship to counter artificial cabin gravity created by ship acceleration by converting the centrifugal force into kinetic force in the opposite direction. However, this will require all onboard participants to be temporarily locked in stasis to prevent permanent loss of balance. As a result, this will allow living beings to be physically inside a ship that accelerates at rates deemed too extreme for a living body. Forcive Converters can also be applied in the opposite direction, turning kinetic energy into centrifugal force, allowing for free-roaming, particle-free propulsion. (I like to think of this as a more scientifically accurate way of making your free-roaming maglev) However due to the speed of spontaneous magnetic connectivity, this form of propulsion is very slow yet powerful. It is used more for levitation purposes than as a transportation driver.

-Analogous Temporal Threading
-- Late Galactic to Early Dimensional eras, this allows subphysical entities to record, replay and edit physical scenarios in a contained field of space. As a result, this will allow a constant stream of anything that is applied to said field. Should the field be made into a parts factory, then products will be theoretically able to be created in infinite quantity in a temporally disabled zone. Or should it host sports, people will be able to fight to the death only to be rewound and not have died.

-Stimulated Radiation
-- Stimulated Radiation, as opposed to natural radiation, can carry specific frequencies not usually seen in nature by massless particles. As a result, a gun can shoot a beam of stimulated radiation that could cause an electromagnetic reaction against an object powerful enough to shove a 20-ton tank a few kilometers into the air.

-Matter Instabilitation
-- Allows a machine to target a large area and temporally freeze it by applying kinetic energy to every atom in the field and making them spin in atomic-sized circles at near-light speed. Due to the nature of atomic particles, the usage of such a device, should there be even the slightest miscalculation down to the Centillionth place (10 to the -303 power), then a chain reaction caused by the hyperactive atoms will cause the planet it is on to burst into an infernal ball of gas.

-Ion Piercer
-- This cannon is to the railgun of what a sniper rifle is to a slingshot. The main use of this gun is for interplanetary AA batteries, however it is possible to use a severely gimped version on-planet as a rifle. Should it be used on-planet, the trajectory would not resemble a bullet like many other guns nor as a laser. The trajectory would create a trail best described as a quickly disintegrating pillar of fire and would be capable of punching a hole through a dreadnaught on the other side of a continent. Unlike a railgun, which uses electromagnetism to accelerate a projectile at supersonic speeds, the ion piercer uses a neutron to punch an electronless, ionized carbon nucleus and set off a microscopic nuclear reaction which, with both nuclear force and electromagnetic force, pushes the projectile outward at a velocity roughly 1/30000 the speed of light (10km/s). Whereas railguns shoot projectiles at a maximum of mach 3 (1km/s). The full effect when used in space can have the trajectory exceed speeds of up to 1,000 km/s.
 
@Astax
RoM had water cities, but the AI proved inadequate to use them...

SHUCKS! I can see how AI is a bottleneck for a lot of things. Can we get more water improvements instead then? I don't know if you inherited the sunken cities from RoM, but if so I'd rather they were a constructable improvement as opposed to a unit you sacrifice.

How limited are the Map modification options once the game is in play? Can we do a "landfill" type thing like in the old sim city, to turn some water tiles into land? Or a way to generate a river?

Also I'd like to see culture become more of a currency in late era. As we know, this era has most cities at max radius anyway. Being able to convert this culture into something could be useful.

Alternative scenario can be that instead of maintain the few huge cities, you are encouraged to plop down many smaller cities.... although this could be a macro nightmare.

Another idea, if possible, auxiliary improvements... like in Alpha Centuri, where you could place 2 improvements on a tile (excluding road) and the combination gave you certain bonuses. So I can combine a town with a solar panel, or a farm with wind turbine etc...

I also had an idea about a divergence in late late game. Where you chose a certain path for human race and you have to follow that path. This path makes you a natural enemy of any civ that chooses a different path. One path could be you chose to turn Humans into Cyborgs. Another you plan to transfer their consciousness into a machine and you can only crate robotic units. And a path where you try your hands at artificial evolution, creating psionic super humans.

This would be an interesting concept, because choosing your path would be a very strategic choice. As you change along this path (if possible) your people would require more of a certain resource instead of another. Like bio engineered humans would favor food, the androids production, and the cyborgs commerce for research.

Also new unit models for clones/android. This is low priority, but I think a welcomed change.

Sorry for the jumbo of suggestions. :)
 
SHUCKS! I can see how AI is a bottleneck for a lot of things. Can we get more water improvements instead then? I don't know if you inherited the sunken cities from RoM, but if so I'd rather they were a constructable improvement as opposed to a unit you sacrifice.

We have the submerged towns from RoM. There are a few more sea improvements already in C2C to go with the new terrain features but the AI does not seem to work some of them. It just may be that the production of work boats is low priority. I am looking into adding more but it is low priority.

How limited are the Map modification options once the game is in play? Can we do a "landfill" type thing like in the old sim city, to turn some water tiles into land? Or a way to generate a river?

Platyping wrote a mod that reclaims land so that is possible. Not sure about rivers. There has been some experimentation with canals.
 
Doesn't the Planetfall mod use underwater cities just fine with AI? I've played it enough to think it works fine.
 
Doesn't the Planetfall mod use underwater cities just fine with AI? I've played it enough to think it works fine.

We've discussed the idea of adding water cities before, and another issue with them is that the cities render on top of the water, as opposed to under the water. That is most likely fixable, but it is another issue when adding that as a new feature.
 
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