Wow....plus SMAC mod reborn!

Well, the life support consists machines and the energy to keep the machines running. The plants and animals are grown in the artificial enviroment of green houses and factory farms.
So life support and food are just machines and energy:p

It needs biomass, which is more than just machines and energy.

It needs knowledge on how to grow and use that biomass, which is more than just machines and energy.

Earth life doesn't like planet. You have to beat up the chemicals on planet in order to make it non-toxic to Earth life. However, Earth life biomass can be turned into soil that Earth plants like, which you can grow crops in, which you can feed to cows, which you can eat, then take the **** and process it into fertilizer.

This is a hard problem that takes lots of effort. And planet fights back -- sometimes unintentionally (random infection) and sometimes with mindworms.

...

Imagine if you land, and your city starts out with a basic biodome, a basic omnifactory, a small fission pile, and some basic lifesupport.

Stats: Production, Support, Energy, Population.

Fission Pile: +4 energy, 1 specialist nukee (+1 energy).
Omnifactory: +2 production, 1 specialist engeneer (+1 production -2 energy).
Basic Lifesupport: +2 support, 1 specialist biologist (+1 support -2 energy).

Planet itself is hard to use. You can send citizens outside, but such citizens require more life support resources. They can bring back raw materials (-1 support, +1 production, rocky terrain), use portable solar collectors to soak up energy (-1 support, +1 energy, high altitude), draw power off of mountain streams (-1 support, +1 energy, river).

Then you start researching.

As your tech gets better you can build improved base life support, better factories, improve your energy sources. Your ability to use the land surrounding your colony grows, and you gain the ability to build improvements on the land, and your specialists in-base get more efficient.

You find wheat seeds, which let you improve your diet -- no longer are your people eating just biosludge (with 75% of what your body needs to survive!) Your industiral base ramps up.

Eventually you gain the infrastructure to build a colony pod -- containing the basic infrastructure for people to survive on the planet. It is a big investment, but with it your eggs are not all in one basket anymore. And in any case, you found a rather good node of iron over in them there hills, and mining it from here is really expensive.

Fungus reprocessing, Van Neuman miners, Domed farms, self-assembling solar collectors...

Genetic technology advances. Exposure to planet biochemistry results in amazing discoveries about terran life -- things that nobody had ever realized where important. The first hybrid lifeforms are developed -- first, lichens, then trees capable of suriving the outside environment.

Eventually, food crops that humans can eat are produced, bringing about an agricultural revolution. No longer does it take intense productive and energy resources to grow crops in a simulated earth environment -- now, all you need is a few robotic harvesters and fertilizers.

And then ...
 
Uninformed idea vomit follows. I've read most of this thread, but I promise nothing. Browse at your own risk.
I might be able to help out with ideas and balancing them, and I wouldn't mind contributing towards XML stuff, but I don't think I can fully dedicate to a project of this scope, especially to the labor-intensive part (you know, the part you actually need helpers on). Then there's life, trying to work on my own little mod, playing civ, excuses excuses etc. Once you get to an alpha/beta stage and need testers, of course, I'm there. If there's something you think I can help with, though, drop a line.

Nice ideas, however I don't exactly agree with some of your names (like lumping Zak and Aki under University of Planet) or the benefits...
My thoughts:

Faction type:
Technologist- Aki of the Cyborgs and Zak of the UoP (+2 Beakers, -15% build time on network nodes)
Socialist- Domai of the Free Drones and Yang of the Hive (+2 Hammers... drawing a blank after this)
Religious- Miram and maybe Chang
Green State- Deidre and Chang most definitely.
Capitalist- Morgan and... (well, that's a monopoly for you)
Military state- Santigo and Sven
Democratic- Lal and Synder Roze

I'll update this when my brain doesn't feel like mush...
 
Ok, Yakk

I think I got your point.

And in any case, you found a rather good node of iron over in them there hills, and mining it from here is really expensive

It depends on the mine: If the resource lays near the surface, the planet isn't really hurt. But a deep mine or a borehole is a completely different story, of cause.

what about a simple mine? It allows access to the resource, produce fewer hammers and does less damage than a normal mine.
 
Since this is a feature in Civ4 already, it is already implemented. So, I guess the answer is yes :P

Yeah, Civ IV does have a customizable map size but (and I could be wrong about this but I don't think I am) it isn't nearly like SMAC was, wasn't there an option that let you set the ratio. Honestly it has been a long time since I played it and I could be wrong but Couldn't you make maps that were 250X250 or 500x500 or even greater?

Now if this feature is in Civ IV already I am sorry for adding this and would love if someone told me where it is hidden.

OK thanks
 
*smile* I meant distance-wise -- you found iron, and mining a tile 8 squares away is expensive. So you build a colony pod and set up a colony nearer to that mine...
 
Yeah, Civ IV does have a customizable map size but (and I could be wrong about this but I don't think I am) it isn't nearly like SMAC was, wasn't there an option that let you set the ratio. Honestly it has been a long time since I played it and I could be wrong but Couldn't you make maps that were 250X250 or 500x500 or even greater?

Now if this feature is in Civ IV already I am sorry for adding this and would love if someone told me where it is hidden.

OK thanks

I don't know where it is, but I'm sure it's in there somewhere. The reason why you probably don't see many larger maps is for performance.
 
Well if it does exits I would love to use it. The performance issue can be worked out but I haven't been able to find the ability to alter map size to that degree short of modding.
 
:)

The idea was to throw off "civ in space", and approach it from "what would be the problems that a technologically advanced civilization would have when crash-landed on an alien planet".

Swapping Health and Food is pretty easy. Just swap what the icons mean. ;) Call Health "Life Support", and if you are short on local food it stresses your life support systems.

There needs to be something that prevents city-spam from being effective. In Civ4, it was local food and the time to build basic infrastructure. The "local food" restriction makes lots of sense in the ancient eras that Civ is best at depicting, but in the modern day local food resources are less important -- food transportation is pretty cheap.

What keeps a new city small in this day and age is the difficulty in building the infrastructure, both physical and social, that make the city worthwhile and productive. Shelter, sewage, water, electrical wiring, transportation, jobs -- those are the hard things to supply, not food.
 
I think Civ has a cost factor which prevents city spam... you can only start try building 4 cities at the beginnning of the game and building nothing else. The cost will wipe out all your research as your civ struggles to pay for the new cities... You will be stuck with four backward cities.... I think the cost modifier shoudl be increased for smac... Founding a second colony should really happen only after 20 or so years, once they have properly bedded in...

Unless you have a basic settlement, where everyone walks around in space suits!!!
 
OK guys count me in. I can help with most anything, except for zero experience modding. That said, I have a lot of experience with graphic design and programming as well. Just hold my hand and give a graphic example of what you want, or point me at the code, and I'll be fine. :) And, this is as good a place as any to get my feet wet with modding.

From what I read of the thread you're still mulling over the "big picture" aspects, and not quite at the point of deciding on the implementation and likewise on splitting the implemenetation down and assigning sub-projects. That accurate?

Wodan
 
Did anyone look at possible implementation methods for the interludes....

Here is a post I did with one possible option. I wanted to make it as open as possible to allow for a wider scope of interludes for future expansion...

Here is the link

http://forums.civfanatics.com/showthread.php?t=202128
 
I'd be cautious about how you implement the god-awful factions from SMACX.

In fact I'd not bother at all as that whole expansion was pants.
 
I personally never play with the Aliens, ever. I like Domai and the cyborg, but the rest seem like filler.
 
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