<FONT FACE="Tahoma" SIZE=4>SPACE EXPLOITATION THREAD SUMMARY
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(Ver1.0 APOLYTON)
</FONT><FONT FACE="Tahoma" SIZE=2>(hosted by Sven Milo, </FONT><A HREF="mailto:Sven_Milo@village.uunet.com)"><FONT FACE="Tahoma" SIZE=2>Sven_Milo@village.uunet.com)</FONT></A><FONT FACE="Tahoma" SIZE=2>
This summary contains the ideas brought by the contributors in a format of statements. These statements are "shorts" of the ideas posted in the thread. All contributed ideas have been maintained, as it is not my right to judge on the viability of the ideas offered. Some similar ideas though might have been summarized in one single statement for the purpose of clarity.
</FONT><FONT FACE="Tahoma">Contributors</FONT><FONT FACE="Tahoma" SIZE=2>
Bell, Blade Runner, Certhas, CormacMacArt, crusher, don Don, Ecce Homo, EnochF, feanor , Harel, Kris Huysmans, NotLikeTea, Spartan187, wheathin.
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OPENING STATEMENTS
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"I'd like to see as little of space as possible. Why? Civ is a historic game. SMAC is an SF game."
"I would really like to play with a few centuries of science fiction, while preparing the voyage to Alpha Centauri (which should last longer itself)."
</FONT><FONT FACE="Tahoma">ORBITAL LAYER(S)</FONT><FONT FACE="Tahoma" SIZE=2>
"Orbit = a separate map superimposed on the global map, in which there are no special resources and the tiles of which produce nothing without improvement. Certain units will have the ability to "launch" themselves into space, and others will require a "rail launcher" or a space elevator to get into orbit. "
"To make orbiting close to real life, space should have two "levels". First the close orbit, where space shuttles, spy satellites and Mir hang around. Then we have the geostationary orbit, where communication (and future energy) satellites orbit to stay above the same spot over Earth."
"There must be differed layers : ground and sea units, air units, orbitals. Every layer must have its own zones of control. One area may have tree civilizations on it An example area: layer 1: a Mongol tank, layer 2: 3 Greek helicopters, layer 2: a German com sat"
"If CivIII is going to be the same time range as CivII, the abstracted space model used in SMAC would be sufficient, but if there's going to be more future-tech involved, and overlay will be necessary. "
</FONT><FONT FACE="Tahoma">SATTELITES/ORBITALS/SPACE STATIONS</FONT><FONT FACE="Tahoma" SIZE=2>
"Get satellites into the civilization III game: researching the advance space flight will open options to research other, more specific space flight advances. Each time a specific space advance has been researched a civilization can start building the specific satellites."
"First you should be able to build satellites after "space rocketry" and after a few more tech. advances, be able to build space stations."
"Each satellite network needs at least one dedicated control center to be build in a city by choice. Multiple control centers can be built in different cities to provide back-up centers. If a control center gets destroyed, the civilization looses any benefits from the satellites until a new control center has been build.
If control center has been captured two things can happen. A) The loosing civilization has a backup control center and takes control from there. B) The loosing civilization has no backup center and looses control of the satellites to the capturing civ. "
"Types of orbitals:<UL>[*]Orbitals that can't be moved after launch (labs, solar enery powerstadions, ...)</LI>[*]Orbitals that can be normal moved after launch and don't need to refuel (defens sats, laser sats,...)</LI>[*]High altitude fighters: They must return to base to refuel. (To atack orbitals, To bomb ground units,...)"</LI>[*]Communication satellites ( or network): each satellite build will cover a specific area of the word map, increasing trade, science and happiness. The more communication satellites you build, the more area you cover.</LI>[*]Spy satellites: provides high intelligence on cities, units, other satellites, etc (like the investigate city option for diplomats and spies).</LI>[*]Fighter satellites: search and destroy enemy SAT's.</LI>[*]Teleport satellites: teleporting units.</LI>[*]Energy satellites: increases production, decreases pollution.</LI>
[*]Pillage Orbital: Destroys every terrain improvement in a distance of 1 when you press p.</LI>[*]City Bomber Orbital: You can bomb the improvements of an enemy city.</LI>[*]Ground Bomber Orbital: Can bombs enemy units when he is above them.</LI>[*]Solar energy orbital: -1 maintenance for every building in the home city of this unit (because the energy is free). Every city can only have one Solar energy orbital</LI>[*]Paradrop orbital: can stock units and drop them.</LI>[*]Hotel orbital: +3 credit for the home city. You can only build a limited number of Hotel orbitals in every city. </LI>[*]Carrier orbital: can stock space fighter units.</LI>[*]Hydroponic station ( extra food ) </LI>[*]Habitat station ( extra pop suppost )</LI>
[*]Factory station ( +25% production )</LI>[*]Ship-dock ( allow complex space-based wonders and reudce Sat building cost ).</LI>[*]Maintenance station (reduce the very high maintenance cost of satellites)</LI>[*]Ground units that can shut down orbitals.</LI>[/list]
"I think orbitals must be units and not improvements. "
"Space stations would be buildings, just like the different satellites."
"I wouldn't load the game up with satellite units, but a few wouldn't hurt. Spy satellites have obvious military uses as player-controlled units. Communications satellites would be nice to launch, but certainly not to control; they would make better "improvements" than units. Satellites are not built in cities, but in orbit, they require certain upkeep, and enemy space units ("pillaging in space) can take them out. "
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COLONIZATION</FONT><FONT FACE="Tahoma" SIZE=2>
"On my wishlist there are colonization of the Moon, Venus and Mars. Could these be Wonders, or maybe alternative world maps?"
"The Moon (and maybe other celestial bodies) would be separate, but simple, maps."
"Once a "moon map" is available, it would be simplicity itself to create a similar "Mars map." In fact, there would be nothing to stop us from making a Titan, Europa, Venus or Ganymede map."
"I think that robots will do the mining work in space. There must only be a few humans to control and program the robots. This means:
<UL>[*]The population of a space colony may not exceed 2. </LI>[*]Only on Mars after the building of the terraform secret project. May the size be 4 (for every civilization).</LI>[*]Robotic workers (supply crawlers) will do the mining work.</LI>[*]Normally space colonies will only produce minerals (It needs food from earth cities). </LI>[*]But after the building of the terraform secret project can mars colonies produce some food.</LI>[*]And after the building of the resources market can you sell minerals for money."</LI>[/list]
"Have multiple planets.
We reach Alpha Centauri and start to colonize the planet. We would find new materials, allowing new technologies, allowing more regular space travel. Then we get to other planets, as do our opponents."
"You should be able to set up bases on the moon or Mars, although they would cost a very large amount of production and would take some time to reach their destination. After more tech. advances, you should be able to build wonders of the world that completely terraform Mars and/or the moon, allowing Mars or moon bases to be constructed at the same cost as settlers. After more tech. advances, constructing bases beyond our solar system and on Jupiter's moons and Pluto then becomes an option."
"Civ needs to stay Earth-(and near Earth orbit-) bound."
"Cities on the Moon and Mars should be a wonder. The wonder will give a VERY big pop bonus. Mars one will be bigger, but it will cost much much more.
Other possible wonder:
<UL>[*]The astroid liners ( A big production income )</LI>[*]Terraforming ( Increase Mars pop bonus even more )"</LI>[/list]
"There shouldn't be to many planets available, perhaps about 20. With 4+ civs rushing for them this would mean ~ 5 planets per civ. Apart from planets, that would be managed the same way as earth, you could have smaller planets around other suns, that are not capable of supporting life, but instead are just mines or something like this."
"SMAC clearly killed Earth pop by the time the Unity got to AC in 2100, and it left in struggles that were already there in 2050. The game won't push past 2050 tech. That is the time-line.
"Therefor, massive colonization of the Moon and Mars and very unlikely, therefor maps of them are out of the question. The only possible ways out are small outposts with wonders, my suggestion."
"What about the ability to randomly create a solar system, along with randomly generated "world" maps? Maybe even customize a solar system. "Number of planets? 3-5, 6-10, 11-15." "Composition of planets? Mostly gaseous. Evenly distributed. Mostly terrestrial." You would begin to learn about the major planets in ancient times, when you discover astronomy. You might discover more planets upon discovery of, say, optics or lens crafting. Eventually you'd send out unmanned probes to gather data on the planets, as to whether they would eventually be "colonizable" or lend themselves to terraforming. Maybe you'll end up with a system of gas giants, or maybe you'll have a dozen moons and planets to colonize."
"We need a kind of automation for colonization. I'm thinking among the lines of planetary governors that manage a planet’s microcosmos."
"I wouldn't go any farther than a manned Mars landing, or a primitive Moon research base, at the most."
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SPACE SHIPS/TRANSPORTATION</FONT><FONT FACE="Tahoma" SIZE=2>
"I would like to see some massive space ships like the Star Destroyer available for usage."
"Along with several planets, I would love to have things like huge space stations in the space between the planets, and solar systems, acting as very small planets. Perhaps, later on, even a Deathstar."
"The transport type will depends on you technological progress. How better your technology how better units you can build too launch units to space.
<UL>[*]Oil rocket: Very slow, can only carry one unit, can only goes to the moon.</LI>[*]Nuclear fusion rocket: Faster can carry 4 units. Can goes to the whole solar system.</LI>[*]Teleport ship: Can goes to every place in the solar system in 0 turns. Can carry 8 units.</LI>[*]Interstellar teleport ship: Very costly. When you launch one to AC then the game ends</LI>[/list]
These units have just like orbitals a launch option. You can choose about a list of destinations after you have pressed the launch button."
"Companies may institute Space Lanes (a possible tech) and then use them to establish semi-permanent Wakeways (another tech - lanes seeded with fuel). That way, spacecraft would no longer need to bring their fuel with them, decreasing their mass and production cost. "Seeder" craft, probably robotic, could maintain the Wakeways using material mined from comets or asteroids. Then mining or passenger craft could simply act as primitive ramjets, provided they never veer off the Wakeway itself. This isn't the Bussard ramjet working solely on interstellar hydrogen. This would be a cheaper ramjet that could only function along Wakeways."
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ALIEN INVASION</FONT><FONT FACE="Tahoma" SIZE=2>
"A race of aliens starts on the moon and while having the same tech they get different units. Eventually they produce a fleet of world ships and decide to pay you a visit. These aliens would be extremely hostile, with little chance of them liking you. They could appear on any foreign planet. They could also colonize a planet until its resources run out."
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PLANETARY RESOURCES</FONT><FONT FACE="Tahoma" SIZE=2>
"When planet resources become depleted it becomes a desolate wasteland. All land becomes either hills or mountains and all cities shrink to size one. Only years of terriforming would make the city radius healthy enough for it to support life again. Space cities should have the ability to horde terraforming points or production."
"Corporations will not be exploring the solar system for interesting data. They'll be after the valuable minerals contained in the asteroids and on the Moon. (Asteroid Mining should also be a tech; Call to Power got that much right.)
However, the mere act of dragging minerals back down the gravity well is not entirely practical, so corporations will soon begin to research Orbital Construction (which should also be a tech, leading eventually to space cities) so that orbital factories could manufacture goods from the materials gathered by mining asteroids. One could speculate that certain materials could be more easily produced in a zero-gee environment. Perhaps certain pharmaceuticals or chemicals or electronic components could be manufactured in zero gee that would be literally impossible to synthesize in Earth’s gravity.
These orbital factories could soon produce at such a rate that they could adequately supply Lunar Colonies (perhaps a tech unto itself), or at least give them the boost they need to become self-sufficient."
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HUMAN MUTATION</FONT><FONT FACE="Tahoma" SIZE=2>
"For that matter, by the year 3000, the term "human" might come to mean something entirely alien to our own experience. The progress of artificial intelligence, combined with new and complex modes of intelligence amplification, as well as new applications for nano-technology in the fields of medicine (specifically genetic engineering and neurology), may move the human species in whatever evolutionary direction its individuals choose for themselves."</P>
</FONT><FONT FACE="Tahoma">THE ALPHA CENTAURI RACE.</P>
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"In civilization 1/2 your spaceship crashes if your palace is lost. In civilization 3 the spaceship should instead be dependent of an Interstellar Communication Center, which could be built anywhere, well hidden from the enemy. You should be able to build back-ups."
"The Spaceship part concept could be incorporated with building space stations. The space stations are similarly to the spaceship made up by framework and habitation/support modules. Space stations would however have science/manufacturing components."
"By the way, why have the spaceships got Solar Panels? They might be useful within the distance of Pluto, but later the Sun doesn't shine much more than any star. Nuclear reactors or fuel cells would make more sense. Another solution is to research cryogenics and freeze the colonists so they don't need too much support."
"The farther into the future your tech goes, the faster you can build a ship, and the faster it will travel. You could build an expensive, slow and multi-generations ship with ~2025 tech. Or a faster fusion ship that could be smaller in ~2100. A stasis/cryo-freeze ship that needs less resources, can go much faster in ~2200. And finally you could discover teleportation, build a big machine, and beam the colonists over in a single turn."
"I've always thought the space race in Civ/Civ2 dumb. "Let's jump straight from current (laughable) space technology to near-light-speed interstellar transport!" Let's have a real space race.
<UL>1) Getting to orbit
2) Building satellites
3) In no particular order:
<UL>3a) Exploring the moon
3b) Remote planetary exploration
3c) Better satellites
3d) Exploitation of lunar resources[/list]4) Gradual development of interplanetary transport tech
5) Orbital industry of scale worth including
6) Manned exploration of inner system
7) Orbital colonization
8) Way in the future, planetary colonization"[/list]
"I'd like to see the space race fleshed out a bit, with the First Satellite, First man in space, first moon landing, first non-terran probe, etc included. All are major monuments in history, would help out with science, and make the game exciting."
</FONT><FONT FACE="Tahoma">TELEPORTATION</FONT><FONT FACE="Tahoma" SIZE=2>
"The Star Trek's Concept of dematerialization and rematerialization invites many troublesome debates over the definition of self and death. A way around it would be worm hole like interdimensional(hyperspace) travel, but if we can have personal dimensional-travel gate system, we should already have found a way around light-speed limit."
</FONT><FONT FACE="Tahoma">SMAC/CIVIII RELATION</P> </FONT><FONT FACE="Tahoma" SIZE=2>
"All games related: in a future patch, you could jump from civilization III to SMAC, carrying your nation ideology and tech. Therefor, the story of the game must connect to SMAC, meaning like the intro to SMAC, that earth is lost in fights and wars. Therefor, the unity must launched at latest 2050, and the Earth must be destroyed. Therefor, we can't move beyond that time frame."
"Options for the unity:<UL>[*]Catapult: a ship using rocket fuel, catapulting by passing planets. Very cheap and fast too build. However, takes around 200 years (much more, but let's say that), with 10% of success. </LI>[*]Nuclear drive: while we can't have it's "real" speed, let's say 100 years and 30% of success, cost: normal. Today technology.</LI>[*]Laser-directed ship (moved by a laser beam sent by sun-orbiting sats ). 40 years, 80% of success (nothing much to fail). Very near-at-hand tech (possible today, technically). Cost: high.</LI>[*]Fusion drive: 50 years seems to be ok. 50% of success. 20-30 years from now? cost: normal.</LI>[*]Cold-fusion drive: 30 years, 70% success. Futuristic technology. Cost: normal.</LI>[*]Continuum-slide (pepetra momentum): a ship propelled by mach principle, a pure kinetic force. Time is around 15 years, VERY high tech stuff. Success: 70%. Cost: normal.</LI>[*]Warp-drive: a ship using gravitational force to warp space around her, giving her FTL speeds. While this IS possible (magnetic fields warping managed to bring several proton over warped space to 4.2 C), a controlled field of millions of tons is very far indeed. Time: 4-5 turns. Cost: very high. Tech: max. Success: 30%."</LI>[/list]
"The unity should be covered by a spectrum varying from 2030-2150 technology"
"If you start an SMAC game, there should be a possibility of going back from Alpha Centauri to Earth and re-establishing mankind. A returning civilization would have to terraform an intoxicated, radioactive planetary surface with an ecological system far from balance."
"SMAC starts in 2100, after 40 years of voyage. So we can't go any higher than 2050 tech. The sweep-of-time, all related. We might get one colony to the moon, or Mars, but not several. Not enough to make several cities."
"It would be sad if Meier wanted to follow the storyline that hard."
</FONT><FONT FACE="Tahoma">GAME ENDING
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"After colonizing some planets we find some strange ruins on some of the planets, and get alien technology, and finally, we are the first civilization to travel to another dimension "
"My interest in Civilization started by possibility of simulating some historic and fictional situations to see what kind of directions or policy would be most effective. It is my belief that colonizing Jupiter should be the limit for Civ III, for I don't expect us to create a large habitat around Jupiter within 100 years"
"Why not make colonization of this solar system the "end-game" of civilization III and colonization of Alpha Centauri the goal of this "interim" game?"
<font size=1 color=444444>[This message has been edited by smilo (edited June 18, 1999).]</font>
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(Ver1.0 APOLYTON)
</FONT><FONT FACE="Tahoma" SIZE=2>(hosted by Sven Milo, </FONT><A HREF="mailto:Sven_Milo@village.uunet.com)"><FONT FACE="Tahoma" SIZE=2>Sven_Milo@village.uunet.com)</FONT></A><FONT FACE="Tahoma" SIZE=2>
This summary contains the ideas brought by the contributors in a format of statements. These statements are "shorts" of the ideas posted in the thread. All contributed ideas have been maintained, as it is not my right to judge on the viability of the ideas offered. Some similar ideas though might have been summarized in one single statement for the purpose of clarity.
</FONT><FONT FACE="Tahoma">Contributors</FONT><FONT FACE="Tahoma" SIZE=2>
Bell, Blade Runner, Certhas, CormacMacArt, crusher, don Don, Ecce Homo, EnochF, feanor , Harel, Kris Huysmans, NotLikeTea, Spartan187, wheathin.
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OPENING STATEMENTS
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"I'd like to see as little of space as possible. Why? Civ is a historic game. SMAC is an SF game."
"I would really like to play with a few centuries of science fiction, while preparing the voyage to Alpha Centauri (which should last longer itself)."
</FONT><FONT FACE="Tahoma">ORBITAL LAYER(S)</FONT><FONT FACE="Tahoma" SIZE=2>
"Orbit = a separate map superimposed on the global map, in which there are no special resources and the tiles of which produce nothing without improvement. Certain units will have the ability to "launch" themselves into space, and others will require a "rail launcher" or a space elevator to get into orbit. "
"To make orbiting close to real life, space should have two "levels". First the close orbit, where space shuttles, spy satellites and Mir hang around. Then we have the geostationary orbit, where communication (and future energy) satellites orbit to stay above the same spot over Earth."
"There must be differed layers : ground and sea units, air units, orbitals. Every layer must have its own zones of control. One area may have tree civilizations on it An example area: layer 1: a Mongol tank, layer 2: 3 Greek helicopters, layer 2: a German com sat"
"If CivIII is going to be the same time range as CivII, the abstracted space model used in SMAC would be sufficient, but if there's going to be more future-tech involved, and overlay will be necessary. "
</FONT><FONT FACE="Tahoma">SATTELITES/ORBITALS/SPACE STATIONS</FONT><FONT FACE="Tahoma" SIZE=2>
"Get satellites into the civilization III game: researching the advance space flight will open options to research other, more specific space flight advances. Each time a specific space advance has been researched a civilization can start building the specific satellites."
"First you should be able to build satellites after "space rocketry" and after a few more tech. advances, be able to build space stations."
"Each satellite network needs at least one dedicated control center to be build in a city by choice. Multiple control centers can be built in different cities to provide back-up centers. If a control center gets destroyed, the civilization looses any benefits from the satellites until a new control center has been build.
If control center has been captured two things can happen. A) The loosing civilization has a backup control center and takes control from there. B) The loosing civilization has no backup center and looses control of the satellites to the capturing civ. "
"Types of orbitals:<UL>[*]Orbitals that can't be moved after launch (labs, solar enery powerstadions, ...)</LI>[*]Orbitals that can be normal moved after launch and don't need to refuel (defens sats, laser sats,...)</LI>[*]High altitude fighters: They must return to base to refuel. (To atack orbitals, To bomb ground units,...)"</LI>[*]Communication satellites ( or network): each satellite build will cover a specific area of the word map, increasing trade, science and happiness. The more communication satellites you build, the more area you cover.</LI>[*]Spy satellites: provides high intelligence on cities, units, other satellites, etc (like the investigate city option for diplomats and spies).</LI>[*]Fighter satellites: search and destroy enemy SAT's.</LI>[*]Teleport satellites: teleporting units.</LI>[*]Energy satellites: increases production, decreases pollution.</LI>
[*]Pillage Orbital: Destroys every terrain improvement in a distance of 1 when you press p.</LI>[*]City Bomber Orbital: You can bomb the improvements of an enemy city.</LI>[*]Ground Bomber Orbital: Can bombs enemy units when he is above them.</LI>[*]Solar energy orbital: -1 maintenance for every building in the home city of this unit (because the energy is free). Every city can only have one Solar energy orbital</LI>[*]Paradrop orbital: can stock units and drop them.</LI>[*]Hotel orbital: +3 credit for the home city. You can only build a limited number of Hotel orbitals in every city. </LI>[*]Carrier orbital: can stock space fighter units.</LI>[*]Hydroponic station ( extra food ) </LI>[*]Habitat station ( extra pop suppost )</LI>
[*]Factory station ( +25% production )</LI>[*]Ship-dock ( allow complex space-based wonders and reudce Sat building cost ).</LI>[*]Maintenance station (reduce the very high maintenance cost of satellites)</LI>[*]Ground units that can shut down orbitals.</LI>[/list]
"I think orbitals must be units and not improvements. "
"Space stations would be buildings, just like the different satellites."
"I wouldn't load the game up with satellite units, but a few wouldn't hurt. Spy satellites have obvious military uses as player-controlled units. Communications satellites would be nice to launch, but certainly not to control; they would make better "improvements" than units. Satellites are not built in cities, but in orbit, they require certain upkeep, and enemy space units ("pillaging in space) can take them out. "
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COLONIZATION</FONT><FONT FACE="Tahoma" SIZE=2>
"On my wishlist there are colonization of the Moon, Venus and Mars. Could these be Wonders, or maybe alternative world maps?"
"The Moon (and maybe other celestial bodies) would be separate, but simple, maps."
"Once a "moon map" is available, it would be simplicity itself to create a similar "Mars map." In fact, there would be nothing to stop us from making a Titan, Europa, Venus or Ganymede map."
"I think that robots will do the mining work in space. There must only be a few humans to control and program the robots. This means:
<UL>[*]The population of a space colony may not exceed 2. </LI>[*]Only on Mars after the building of the terraform secret project. May the size be 4 (for every civilization).</LI>[*]Robotic workers (supply crawlers) will do the mining work.</LI>[*]Normally space colonies will only produce minerals (It needs food from earth cities). </LI>[*]But after the building of the terraform secret project can mars colonies produce some food.</LI>[*]And after the building of the resources market can you sell minerals for money."</LI>[/list]
"Have multiple planets.
We reach Alpha Centauri and start to colonize the planet. We would find new materials, allowing new technologies, allowing more regular space travel. Then we get to other planets, as do our opponents."
"You should be able to set up bases on the moon or Mars, although they would cost a very large amount of production and would take some time to reach their destination. After more tech. advances, you should be able to build wonders of the world that completely terraform Mars and/or the moon, allowing Mars or moon bases to be constructed at the same cost as settlers. After more tech. advances, constructing bases beyond our solar system and on Jupiter's moons and Pluto then becomes an option."
"Civ needs to stay Earth-(and near Earth orbit-) bound."
"Cities on the Moon and Mars should be a wonder. The wonder will give a VERY big pop bonus. Mars one will be bigger, but it will cost much much more.
Other possible wonder:
<UL>[*]The astroid liners ( A big production income )</LI>[*]Terraforming ( Increase Mars pop bonus even more )"</LI>[/list]
"There shouldn't be to many planets available, perhaps about 20. With 4+ civs rushing for them this would mean ~ 5 planets per civ. Apart from planets, that would be managed the same way as earth, you could have smaller planets around other suns, that are not capable of supporting life, but instead are just mines or something like this."
"SMAC clearly killed Earth pop by the time the Unity got to AC in 2100, and it left in struggles that were already there in 2050. The game won't push past 2050 tech. That is the time-line.
"Therefor, massive colonization of the Moon and Mars and very unlikely, therefor maps of them are out of the question. The only possible ways out are small outposts with wonders, my suggestion."
"What about the ability to randomly create a solar system, along with randomly generated "world" maps? Maybe even customize a solar system. "Number of planets? 3-5, 6-10, 11-15." "Composition of planets? Mostly gaseous. Evenly distributed. Mostly terrestrial." You would begin to learn about the major planets in ancient times, when you discover astronomy. You might discover more planets upon discovery of, say, optics or lens crafting. Eventually you'd send out unmanned probes to gather data on the planets, as to whether they would eventually be "colonizable" or lend themselves to terraforming. Maybe you'll end up with a system of gas giants, or maybe you'll have a dozen moons and planets to colonize."
"We need a kind of automation for colonization. I'm thinking among the lines of planetary governors that manage a planet’s microcosmos."
"I wouldn't go any farther than a manned Mars landing, or a primitive Moon research base, at the most."
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SPACE SHIPS/TRANSPORTATION</FONT><FONT FACE="Tahoma" SIZE=2>
"I would like to see some massive space ships like the Star Destroyer available for usage."
"Along with several planets, I would love to have things like huge space stations in the space between the planets, and solar systems, acting as very small planets. Perhaps, later on, even a Deathstar."
"The transport type will depends on you technological progress. How better your technology how better units you can build too launch units to space.
<UL>[*]Oil rocket: Very slow, can only carry one unit, can only goes to the moon.</LI>[*]Nuclear fusion rocket: Faster can carry 4 units. Can goes to the whole solar system.</LI>[*]Teleport ship: Can goes to every place in the solar system in 0 turns. Can carry 8 units.</LI>[*]Interstellar teleport ship: Very costly. When you launch one to AC then the game ends</LI>[/list]
These units have just like orbitals a launch option. You can choose about a list of destinations after you have pressed the launch button."
"Companies may institute Space Lanes (a possible tech) and then use them to establish semi-permanent Wakeways (another tech - lanes seeded with fuel). That way, spacecraft would no longer need to bring their fuel with them, decreasing their mass and production cost. "Seeder" craft, probably robotic, could maintain the Wakeways using material mined from comets or asteroids. Then mining or passenger craft could simply act as primitive ramjets, provided they never veer off the Wakeway itself. This isn't the Bussard ramjet working solely on interstellar hydrogen. This would be a cheaper ramjet that could only function along Wakeways."
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ALIEN INVASION</FONT><FONT FACE="Tahoma" SIZE=2>
"A race of aliens starts on the moon and while having the same tech they get different units. Eventually they produce a fleet of world ships and decide to pay you a visit. These aliens would be extremely hostile, with little chance of them liking you. They could appear on any foreign planet. They could also colonize a planet until its resources run out."
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PLANETARY RESOURCES</FONT><FONT FACE="Tahoma" SIZE=2>
"When planet resources become depleted it becomes a desolate wasteland. All land becomes either hills or mountains and all cities shrink to size one. Only years of terriforming would make the city radius healthy enough for it to support life again. Space cities should have the ability to horde terraforming points or production."
"Corporations will not be exploring the solar system for interesting data. They'll be after the valuable minerals contained in the asteroids and on the Moon. (Asteroid Mining should also be a tech; Call to Power got that much right.)
However, the mere act of dragging minerals back down the gravity well is not entirely practical, so corporations will soon begin to research Orbital Construction (which should also be a tech, leading eventually to space cities) so that orbital factories could manufacture goods from the materials gathered by mining asteroids. One could speculate that certain materials could be more easily produced in a zero-gee environment. Perhaps certain pharmaceuticals or chemicals or electronic components could be manufactured in zero gee that would be literally impossible to synthesize in Earth’s gravity.
These orbital factories could soon produce at such a rate that they could adequately supply Lunar Colonies (perhaps a tech unto itself), or at least give them the boost they need to become self-sufficient."
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HUMAN MUTATION</FONT><FONT FACE="Tahoma" SIZE=2>
"For that matter, by the year 3000, the term "human" might come to mean something entirely alien to our own experience. The progress of artificial intelligence, combined with new and complex modes of intelligence amplification, as well as new applications for nano-technology in the fields of medicine (specifically genetic engineering and neurology), may move the human species in whatever evolutionary direction its individuals choose for themselves."</P>
</FONT><FONT FACE="Tahoma">THE ALPHA CENTAURI RACE.</P>
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"In civilization 1/2 your spaceship crashes if your palace is lost. In civilization 3 the spaceship should instead be dependent of an Interstellar Communication Center, which could be built anywhere, well hidden from the enemy. You should be able to build back-ups."
"The Spaceship part concept could be incorporated with building space stations. The space stations are similarly to the spaceship made up by framework and habitation/support modules. Space stations would however have science/manufacturing components."
"By the way, why have the spaceships got Solar Panels? They might be useful within the distance of Pluto, but later the Sun doesn't shine much more than any star. Nuclear reactors or fuel cells would make more sense. Another solution is to research cryogenics and freeze the colonists so they don't need too much support."
"The farther into the future your tech goes, the faster you can build a ship, and the faster it will travel. You could build an expensive, slow and multi-generations ship with ~2025 tech. Or a faster fusion ship that could be smaller in ~2100. A stasis/cryo-freeze ship that needs less resources, can go much faster in ~2200. And finally you could discover teleportation, build a big machine, and beam the colonists over in a single turn."
"I've always thought the space race in Civ/Civ2 dumb. "Let's jump straight from current (laughable) space technology to near-light-speed interstellar transport!" Let's have a real space race.
<UL>1) Getting to orbit
2) Building satellites
3) In no particular order:
<UL>3a) Exploring the moon
3b) Remote planetary exploration
3c) Better satellites
3d) Exploitation of lunar resources[/list]4) Gradual development of interplanetary transport tech
5) Orbital industry of scale worth including
6) Manned exploration of inner system
7) Orbital colonization
8) Way in the future, planetary colonization"[/list]
"I'd like to see the space race fleshed out a bit, with the First Satellite, First man in space, first moon landing, first non-terran probe, etc included. All are major monuments in history, would help out with science, and make the game exciting."
</FONT><FONT FACE="Tahoma">TELEPORTATION</FONT><FONT FACE="Tahoma" SIZE=2>
"The Star Trek's Concept of dematerialization and rematerialization invites many troublesome debates over the definition of self and death. A way around it would be worm hole like interdimensional(hyperspace) travel, but if we can have personal dimensional-travel gate system, we should already have found a way around light-speed limit."
</FONT><FONT FACE="Tahoma">SMAC/CIVIII RELATION</P> </FONT><FONT FACE="Tahoma" SIZE=2>
"All games related: in a future patch, you could jump from civilization III to SMAC, carrying your nation ideology and tech. Therefor, the story of the game must connect to SMAC, meaning like the intro to SMAC, that earth is lost in fights and wars. Therefor, the unity must launched at latest 2050, and the Earth must be destroyed. Therefor, we can't move beyond that time frame."
"Options for the unity:<UL>[*]Catapult: a ship using rocket fuel, catapulting by passing planets. Very cheap and fast too build. However, takes around 200 years (much more, but let's say that), with 10% of success. </LI>[*]Nuclear drive: while we can't have it's "real" speed, let's say 100 years and 30% of success, cost: normal. Today technology.</LI>[*]Laser-directed ship (moved by a laser beam sent by sun-orbiting sats ). 40 years, 80% of success (nothing much to fail). Very near-at-hand tech (possible today, technically). Cost: high.</LI>[*]Fusion drive: 50 years seems to be ok. 50% of success. 20-30 years from now? cost: normal.</LI>[*]Cold-fusion drive: 30 years, 70% success. Futuristic technology. Cost: normal.</LI>[*]Continuum-slide (pepetra momentum): a ship propelled by mach principle, a pure kinetic force. Time is around 15 years, VERY high tech stuff. Success: 70%. Cost: normal.</LI>[*]Warp-drive: a ship using gravitational force to warp space around her, giving her FTL speeds. While this IS possible (magnetic fields warping managed to bring several proton over warped space to 4.2 C), a controlled field of millions of tons is very far indeed. Time: 4-5 turns. Cost: very high. Tech: max. Success: 30%."</LI>[/list]
"The unity should be covered by a spectrum varying from 2030-2150 technology"
"If you start an SMAC game, there should be a possibility of going back from Alpha Centauri to Earth and re-establishing mankind. A returning civilization would have to terraform an intoxicated, radioactive planetary surface with an ecological system far from balance."
"SMAC starts in 2100, after 40 years of voyage. So we can't go any higher than 2050 tech. The sweep-of-time, all related. We might get one colony to the moon, or Mars, but not several. Not enough to make several cities."
"It would be sad if Meier wanted to follow the storyline that hard."
</FONT><FONT FACE="Tahoma">GAME ENDING
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"After colonizing some planets we find some strange ruins on some of the planets, and get alien technology, and finally, we are the first civilization to travel to another dimension "
"My interest in Civilization started by possibility of simulating some historic and fictional situations to see what kind of directions or policy would be most effective. It is my belief that colonizing Jupiter should be the limit for Civ III, for I don't expect us to create a large habitat around Jupiter within 100 years"
"Why not make colonization of this solar system the "end-game" of civilization III and colonization of Alpha Centauri the goal of this "interim" game?"
<font size=1 color=444444>[This message has been edited by smilo (edited June 18, 1999).]</font>
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