Do you think it will revolve around AI? What else should future tech introduce and how far into the future would you like to play? Do you want Giant Death Robots, or do you want AI enhanced warfare or something else?
AI, Fusion, Quantum computing, whatever future tech/culture just gives huge bonuses towards say, science/culture/(diplomatic?) victory such that all standard games end with a shorter and shorter race towards the victory conditions.
Inspired by games like Dota 2, wherein if the game goes on too long victory ends up being easier and easier for each side to just pounce on quickly, such that the game ending sooner and sooner becomes inevitable (and it becomes ever less likely for games to feel like they're dragging on forever).
Do you think it will revolve around AI? What else should future tech introduce and how far into the future would you like to play? Do you want Giant Death Robots, or do you want AI enhanced warfare or something else?
I don't think the game should go any further into the past or future than can be strongly and reasonably prognosticated without heavy doses of fictional license.
I hope that they put drone tech in the Information Era. It's becoming more and more apparent that small FPV assault drones are going to continue to play a major role in modern battlefields
The technology is actually available, and has been for a number of years. No action has been taken on any implementation, and likely won't for the forseeable future, because of the absolute, unmanageable nightmare around air traffic laws.
The technology is actually available, and has been for a number of years. No action has been taken on any implementation, and likely won't for the forseeable future, because of the absolute, unmanageable nightmare around air traffic laws.
Will they require an upgraded separate license than either current driver or pilot? And what luckless traffic cops are burdened with enforcing the laws in those lanes?
Will they require an upgraded separate license than either current driver or pilot? And what luckless traffic cops are burdened with enforcing the laws in those lanes?
Well the good news for these questions is, these won't exist for the most part. In the US FAA rules state you must pre-file all flight plans for most anywhere to anywhere, then takeoff from airports, and usually land at airports too. Pretty much identical rules are in place in many other countries. These "flying cars" would be no more useful than just owning a dedicated aircraft, and almost certainly cost more costly while being less safe. Considering you'd need a pilots license of some kind as well, who on earth besides an eccentric billionaire with a pilots license, a desire to waste money on useless flash, and bad sense of self preservation would even buy these things?
Regardless I think this demonstrates why "future tech" should be as much for fun as anything. Unless we're asking the devs to go as crazy in research over science and engineering research as they do in history then I don't think it matters that much if "future techs" are 100%, or even 70% viable. Just make it "good enough" to sound plausible and fun.
I think it's exciting to consider the possibilities of future tech in Civilization. While AI and flying cars might seem like sci-fi, they're becoming increasingly realistic
I would much rather see the future era revolve around fusion power, nanotechnology and genetic engineering. Also, bring back underwater colonies and orbital colonies
I want to see "future techs" that make the game more fun, rather than techs that are outgrowths of our current tech.
I like GDR's. I think that they're fun to move around and I like their battle animations. In Civ6 game terms, the computer players can choose the right dedication to get one, which makes a late game war suddenly more interesting.
In BERT, I love hover tanks and aquatic cities. But aquatic cities are available right away (say, turn 10) so they are important for the whole game, not just the late game. Hover tanks are truly silly (from a military point of view), but they address a late game challenge of speeding up your invasion on a larger map. They're available after turns 180-220, so they spice up gameplay in the late game.
I could imagine a future-era tech/civic for cryptocurrency, which has the potential for wide swings in one's gold economy, but I don't see how that makes the game more fun. It would only be available for roughly 20-30 turns at the end of the game, when it matters less for gameplay.
Adding a tech like VR -- even in the equivalent of the Information Era -- could enable building a wonder for a world-spanning MMORPG, but again, it would not have many turns to affect gameplay. Having drone or UAV upgrades to air units would also be cool, but may come too late to matter much.
A potentially useful way to add techs and civics for an era *after* the information era -- near future, Spacefaring, whatever we call it -- would be to add another victory condition that requires those items. Today, Civ6 has a score victory and a science victory that require using > 400 turns on standard speed. Unless we have a reason -- an in-game reason -- to pursue futuristic techs and civics, we probably won't get them.
I want to see "future techs" that make the game more fun, rather than techs that are outgrowths of our current tech.
I like GDR's. I think that they're fun to move around and I like their battle animations. In Civ6 game terms, the computer players can choose the right dedication to get one, which makes a late game war suddenly more interesting.
In BERT, I love hover tanks and aquatic cities. But aquatic cities are available right away (say, turn 10) so they are important for the whole game, not just the late game. Hover tanks are truly silly (from a military point of view), but they address a late game challenge of speeding up your invasion on a larger map. They're available after turns 180-220, so they spice up gameplay in the late game.
I could imagine a future-era tech/civic for cryptocurrency, which has the potential for wide swings in one's gold economy, but I don't see how that makes the game more fun. It would only be available for roughly 20-30 turns at the end of the game, when it matters less for gameplay.
Adding a tech like VR -- even in the equivalent of the Information Era -- could enable building a wonder for a world-spanning MMORPG, but again, it would not have many turns to affect gameplay. Having drone or UAV upgrades to air units would also be cool, but may come too late to matter much.
A potentially useful way to add techs and civics for an era *after* the information era -- near future, Spacefaring, whatever we call it -- would be to add another victory condition that requires those items. Today, Civ6 has a score victory and a science victory that require using > 400 turns on standard speed. Unless we have a reason -- an in-game reason -- to pursue futuristic techs and civics, we probably won't get them.
A question I asked twice on the thread about allternate city types, including once to you, but got no answer, or even response, is why would people actually go and live, permantly, in undersea cities, outside of a, "Waterworld," scenario with a lot of warning? It seems contrary to human nature.
Moderator Action: A reminder, no one owes you an answer. leif
The aquatic cities in BERT are on *top* of the water, not underwater. They also have the ability to move, though it requires multiple turns and occupies the city's production queue, much like a "Send Aid" or "Industrial Zone Logistics" project does in Civ6. That game includes both aquaculture (sea farms) and undersea mines. The effect in game is to make the oceans a productive part of the map, rather than simply a region between land masses.
I didn't play CtP enough to experience how their underwater cities work. Perhaps a mining colony or underwater oil rig, with expanded living quarters?
Why settle there? For many of the same reasons that people settle coastal cities. They want to be close to the ocean. As the game is set years into the future, it assumes that many technologies exist for making such cities work: buoyancy, energy, housing, weather resistance, and so on. Even today, we have people who spend months at a time on board ships, including but not limited to cruise ships. Oasis of the Seas, perhaps? More than a decade ago, I read a story (Wired magazine?) where someone wanted to park a cruise ship near the SF bay area to house tech workers who had trouble getting visas.
A question I asked twice on the thread about allternate city types, including once to you, but got no answer, or even response, is why would people actually go and live, permantly, in undersea cities, outside of a, "Waterworld," scenario with a lot of warning? It seems contrary to human nature.
Is a man not entitled to the sweat of his brow? 'No!' says the man in Washington, 'It belongs to the poor.' 'No!' says the man in the Vatican, 'It belongs to God.' 'No!' says the man in Moscow, 'It belongs to everyone.' I rejected those answers; instead, I chose something different. I chose the impossible. I chose... Rapture.
Any one era's technologies have never "revolved around" a single type of technology in any Civ game, so I'm not sure why it would this time.
That being said, AI as a concept has appeared in Civ before, like with the Synthetic Technocracy government type in Gathering Storm, and it's such a big part of futurological ideas and speculative fiction that it's hard to imagine it not showing up somehow if Firaxis decide to include a Future Era again. But artificial intelligence can be so many things and I'm thinking about the kind we imagined before the current tech hype cycle: thinking machines capable of independent and informed decision-making. Or something like that.
As for the kind actually fueling said hype cycle - generative AI and large language models - I'm far less confident. Maybe you could build an Image Generator that doubles your civ's pollution and cuts 90% of your Culture output but gives you like 2 Gold per turn.
The aquatic cities in BERT are on *top* of the water, not underwater. They also have the ability to move, though it requires multiple turns and occupies the city's production queue, much like a "Send Aid" or "Industrial Zone Logistics" project does in Civ6. That game includes both aquaculture (sea farms) and undersea mines. The effect in game is to make the oceans a productive part of the map, rather than simply a region between land masses.
I didn't play CtP enough to experience how their underwater cities work. Perhaps a mining colony or underwater oil rig, with expanded living quarters?
Why settle there? For many of the same reasons that people settle coastal cities. They want to be close to the ocean. As the game is set years into the future, it assumes that many technologies exist for making such cities work: buoyancy, energy, housing, weather resistance, and so on. Even today, we have people who spend months at a time on board ships, including but not limited to cruise ships. Oasis of the Seas, perhaps? More than a decade ago, I read a story (Wired magazine?) where someone wanted to park a cruise ship near the SF bay area to house tech workers who had trouble getting visas.
I feel your question has been answered, Patine. I'd especially say that the line "The effect in game is to make the oceans a productive part of the map, rather than simply a region between land masses" is the biggest reason why they'd be of interest, in that the mechanics of the ocean are pretty boring in the Civ series. I would really rather the Future era not go on long enough for this to be relevant, and it obviously would be inconsistent with Civ's goals to do it before then, but I do appreciate the idea of making the oceans more interesting.
I feel your question has been answered, Patine. I'd especially say that the line "The effect in game is to make the oceans a productive part of the map, rather than simply a region between land masses" is the biggest reason why they'd be of interest, in that the mechanics of the ocean are pretty boring in the Civ series. I would really rather the Future era not go on long enough for this to be relevant, and it obviously would be inconsistent with Civ's goals to do it before then, but I do appreciate the idea of making the oceans more interesting.
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