please sign me up for smac!! i have now four projects going on right now, so i may be slow sometimes! but im sure i can get something out to you in an hour of so!

Read your latest PM bro.
please sign me up for smac!! i have now four projects going on right now, so i may be slow sometimes! but im sure i can get something out to you in an hour of so!
* Religions don't really fit into the smac picture. You could re-purpose the mechanic to give certain Civs the ability to "infiltrate" other cities. (namely the Cult of Planet, Data Angels, and Free Drones. Possibly the Believers and the Peacekeepers.)
* While it doesn't make sense in the fluff for working a tile to improve solar collectors (aka cottages), I could see working a tile improving farms. Nutrients would be an important consideration for colonists in a hostile environment (not just food but water and o2 from plants). Basically, suggesting farms=cottages.
Whenever possible to do so while still staying true to the smac fluff, I'd say go with Civ4's mechanics over smac's mechanics just for ease of implementation and reducing debate. For example: cultural borders, great people, special resources, the happyness/health/general city model should probably stay in. The unit workshop, heights for terrain (cept in a very limited form), and crawlers should probably stay out. Imho.
Any thoughts yet on how to handle the Planetary Council? The UN as it is now in the game is rather pointless. It would be nice to see some of the old Alpha Centauri choices up for vote. I think The Lopez was going to do something with the UN, but as far as I know it never happened.
Hi, my thoughts on the building process:
-basic civic names taken straight from SMAC (unaltered)
-tech names from the tech tree (unaltered) with the basic tech tree layed out the same as SMAC (unaltered).
-unit names (without the graphics) taken straight from SMAC (ignoring the unit workshop modifications to units. IOW, create a base line of standard units like the probe team, the gunship (boat), former, etc - just names, not graphics or any abilities).
-create the scaling system thingy (INDUSTRY, POLICE, MORALE, etc).
-what new tags are needed to make each leader have bonuses and penalties to their respective sections (ie, Hive, +2 INDUSTRY, +1 GROWTH, -1 ECONOMY). Build the tags and then have the leaders have their own respective bonuses and penalties.
-what new tags the civics need in order to be able to affect the system thingy (I'm calling it the 'Faction Attributes' from now on ok). Build them into the civics.
The point is to create a shell first so that the basic gameplay feel of the game is there, and then start to fill in the details. I think it would create a great platform for the creative thinking process to add to.
Don't get me wrong, I absolutely love the creative process - far more than actually doing something - but staying in the creative process tends to destroy momentum when eventually there is little to work with. So that's my suggestion first, to make a shell with utmost priority forsaking creativitiy using SMAC as the plan to work to. When the shell reaches a rather high level of detail, you can then start to explore other not-so-SMAC ideas with the shell.
I appoligise if this is taken wrongly. I too would absolutely love to see a SMAC mod for Civ4. I have just learned the rather painful lesson or two with regards to taking the creative route rather than the building basic, boring shell/prototype path first myself and thought I would share. I found it much more rewarding and motivating to have at least a basic shell first and to then let the mind wonder about the possibilities of where I could take that shell and then to build the shell's detail up more and more.
Anyway, for what its worth, they're my thoughts![]()
Sorry, I meant the social engineering system and not the actual civic system. I saw them as one and the same (except the SE system has bonuses and penalties that affects social engineering instead of just straight bonuses that affect gameplay).Thus far, it seems like more people are leaning towards using the Social Engineering style from SMAC than the Civ4 "Civics". Technically, they really are very similar, it's just how you go about looking at them.