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New Yorker
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New York, New York
Jan 2001 time: 05:12
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i been hearing about how that many people what to delete the whole idea of future techs & future units. while others suggested that the people should create their own future techs
personally, i think Sid & his crew should add what future techs they desire cuz they did a damn good job with SMAC, maybe they could move some techs from SMAC to civ 3
so what are your ideas on the future techs
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New York is a good place to visit, unless you are wearing something expensive
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Lord_Davinator
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Kathmandu
Nov 2000 time: 10:42
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Personally I'd say that sid should work a lot on future tech for civ3 cause its kinda stupid researching future tech. and not knowing what the hell it is you discovered (civ2) SMAC does have some cool ideas but I'm not so sure about copy the whole thing into the civ3 tech tree
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Cannes
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Copenhagen, Denmark
Jan 2001 time: 05:12
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I for one am in great favor of future techs, I agree that some of the techs and units from CTP where a bit off, but it worked quite well in general terms. I was always annoyed with the fact of being cut off from advancing my civilization upon discovery of fusion power of which ever tech is last in the tech tree. You don't even get a fusion power plant! It always left me with the feeling that they could have guessed a little...
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Bender
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San Francisco, CA, U.S.A.
Nov 2000 time: 05:12
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I can't stand future techs. The Civ II tech tree went far enough, and I don't want Civ III to go any farther. One of my least favorite features of CTP and CTPII is future technology.
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I don't care so much if future techs come built in or not - I'll add them as I did with Civ2. I thought the future techs in CTP were good except the space colonies (although I did like the space layer as a place to sent space planes, spy satelites, and do that sort of thing not to mention shoot those things down). As for Eco-Rangers, those ruled! High level atrocious nanoweapons - more evil than nukes! Whatever happens, I just hope Civ3 can at least be modified to add sea colonies and city obliterating nanoweapons.
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EnochF
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Seattle, WA
Jan 1970 time: 21:12
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It only goes to lend support to my theory that nobody can agree on which future tech is silly and which isn't. I think reasonable extrapolations include Nanotechnology (vague, but safe), Gene Therapy, Fuel Cells, and Orbital Construction. Asteroid Mining and Neural Interface are distant but real possibilities, probably too far in the future to include. But a lot of people disagree with me. That's why we should just limit the future tech in Civ 3 to a reasonable, near-future level, and let people design their own future tech tree. My future tech tree would include hardly any new military units, for example. It would include new city improvements and Wonders mostly, and if they let me, a lot of the techs will have minor worldwide effects. Fuel Cells would lower every city's pollution slightly, for example. My future tech tree would focus on peaceful development, since hopefully by then there will be little if any room for expansion. (I'd also like to think I could spend most of my time waging economical war using my corporations by this point in the game, but maybe that's just a pipe dream.)
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Sean
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Auckland, New Zealand.
Jan 2001 time: 05:12
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You posts are the most insightful in this area EnochF.
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New Yorker
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New York, New York
Jan 2001 time: 05:12
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i think those really weird, far out techs should be included in civ 3. these techs would be different(this idea was posted before)meaning that they are almost impossible to research cuz they require so much research
the reason i want this is the fact that many people after researching the whole tech tree complete shut off all research & put the cash somewhere else. this would give a reason to continue the research
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New York is the city that never sleeps
Texas is the state that puts its people to sleep
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Roman
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Bratislava, Slovakia
Sep 2000 time: 05:12
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No future techs, please!! That is the main point that spoiled CTP for me, which otherwise has some decent mechanics (wages, PW, etc.).
As to the problem of shutting of research after the player has everything, it cannot be solved, but can equally effectively be delayed by making the tech tree denser rather than go into the future.
I you really have to include future technologies, at least make them only very close in the future and only those that already exist, but are not yet in practical use, for example fuel cells, or fusion. Anyway it simply is not possible to make any sound projections for our technological development more than 50 years into the future and even these are very inaccurate.
I want to reiterate, please no future techs, especially no warp drives, cold fusion (which was in fact a scientific hoax) and so on.
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Vrank Prins
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Haarlem, Netherlands
Sep 2000 time: 05:12
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quote:

Originally posted by EnochF on 01-25-2001 07:52 PMIt only goes to lend support to my theory that nobody can agree on which future tech is silly and which isn't. I think reasonable extrapolations include Nanotechnology (vague, but safe), Gene Therapy, Fuel Cells, and Orbital Construction. Asteroid Mining and Neural Interface are distant but real possibilities
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I couldn't agree more with you. Future techs have been discussed here before. About two or three months I made about the same statement.
It all has to do with the fact that if you're a smart player you'll have plenty of time left to the end of the game after you've finished to discover the whole techtree. Filling that gap with futuretechs won't solve this "problem", it will only postpone the moment where there is nothing more to discover . . . .
CIV uses history as its setting, IMO we should concentrate on that. If you like to play a scifi-game play SMAC. And I've said this before too, maybe it would be possible to make a link from CIV to SMAC, so that if we want to, we'll be able to run from the past & present into the future.
[This message has been edited by Vrank Prins (edited January 26, 2001).]
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New Yorker
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New York, New York
Jan 2001 time: 05:12
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since there is a krap load against my idea "the future", then i thought why not make the future techs be something you can choose in the beginning of the game, like pollution
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Survivor III: The New York 'Hood'
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Chronus
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I don't care for wild future techs but I don't like the current Future Techs either (getting 5 points for each, etc.) I suppose something has to be there but reaching the end of the tech tree radically changes my gaming style: sell all tech improvements, switch to Fundamentalism, etc. And I don't like that feeling that once I can produce Mech Infantry, I don't have to reconsider whether I should build it or WAIT until a better generation of units can be built. Firaxis, please keep me looking over my shoulder ... always "afraid" of that better unit/building peeking around the corner.
Someone suggested haveing many techs between the current techs. This sounds like a good solution ... as long as the techs mean something (not merely give points) and prevent me from hitting the end of the tech tree. Giving a lengthy discovery rate was also a good idea. However, I believe this can already be done in Civ 2.
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Harel
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Ramat Hasharon, Israel
May 1999 time: 05:12
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My belief is that we should include all future technology that is currently under testing and design, and it's feasability is unquestionable. Those are technologies that simply need to be perfected and already available today at great cost.
This can include laser weaponary, one-stage rockets, more effiecent hydrogen cars, human cloning and organ regrowning, wide-bandwidth world-wide web... those sort of things, the things we will get 20 years from now.
I woudln't go too far, or the future culture may just reach out and shake a big finger across our face.
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