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Roman
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Bratislava, Slovakia
Sep 2000 time: 05:12
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I vote for number 1. Since this is a frequently repeated topic I just copied my comments from another thread.
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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I vote for up to nantechnologies, but drop space colonies (keep cloning).
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As long as there are no space colonies (ala CTP1, which I might add I removed from my version). And of course some future tech is fine. Especially SDI and uh . . . uh . . . THE FRICKEN UNITY SHIP! So maybe nano-tech (cloning and retro virus therapy ARE present technologies for the most part so if they are not included you are not playing up to the present day). But I agree with that other guy, when it's time to colonze other planets, its time to put Space Empires IV in the old DVD ROM drive . . .
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loinburger
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Sweet Sauce Jones
Jul 1999 time: 00:12
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Now that I've learned that MOO3 is coming out in 2002, I will be be satisfied with or without future technology. As I see it the biggest problem with future tech is that it will be incomplete without the ability to colonize the moon/Mars/Venus/the asteroid belt (it seems silly to be able to bend time and space and yet be unable to create a colony on the moon), and yet colonization is probably beyond the scope of the game (it might require the addition of space combat, star fortresses, planetary defense systems, and other items more appropriate to an interstellar Civ-type game like MOO2). Nanotech without colonization would be all well and good; temporal manipulation is going too far.
In Masters of Orion II the problem of tech research after all techs have been developed is handled by creating extremely expensive future techs that provide some minor benefits. The most expensive regular technology costs 15,000 RP's; each future tech costs 25,000 RP's base cost plus 10,000 * (the advanced tech level), so Hyper Advanced Construction III will cost 45,000 RP's to research. I almost always play a tech-mongering race, and even I have trouble coming up with 95,000 research points in under ten turns.
The benefits of future techs were more than just ways to garner more points; each tech provided minor benefits. For example, a Stellar Converter (the weapon on the Death Star) takes up 500 space on a starship; since starships have a maximum of 1500 space, this means that you can put on at most 2 stellar converters as well as the necessary peripherals (shields, armor, ship drive, etc). However, each future tech provided a slight miniaturization to the Stellar Converter; about future tech 10 (costing 115,000 research points to acquire) the Stellar Converter has shrunk down to only take up 200 space, meaning that you can cram five or six of them onto a starship. It took a long time to glean any benefits from future technology (a Stellar Converter that takes up 450 space instead of 500 is not much benefit), but unlike Civ and SMAC future technology did provide some minor benefits.
Regardless of how high the Civ III tech tree goes, I think that future tech could be better handled in the manner of MOO2, with exponentially increasing research costs and minor benefits granted. For example, in Civ III a howitzer might cost 200 shields, but after 20 future tech advances (at an exponentially increasing RP cost) it might only cost 50 shields. It doesn't seem too unreasonable to me that a Civ willing to spend a hundred turns in order to reseach twenty future techs should receive a minor reward for its pains.
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Vrank Prins
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Haarlem, Netherlands
Sep 2000 time: 05:12
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I'm voting for option 1.
For my comment read the thread "The Future", or else I'm going to have say things I've already said two or three before.
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tniem
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Hope College
Apr 2000 time: 00:12
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I guess it depends on when the game ends. If it ends around 2020, than human cloning is a real possibility. It was announced earlier this week that scientists will clone their first human by 2003 in a country where the government won't stop the experiments.
So, if the game goes past 2000, then cloning in some way (maybe just a wonder) should be included. As should the Human Genome, neither being an actual future tech by the time the game is released.
As for going past that, I really don't think it is that great of an idea. Possibly nanotechnology, but I really don't want to have space colonies that I have to control at the same time as my Earth civ. It just isn't what I figure is very fun.
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There must be future techs in civ3 (I hope they extend the ending year to 2100), and should account for about 1/8 of the tech tree... but I think the question is what do you consider future techs? Laser-Fusion, Human Cloning, Genetic Manipulation, Nanotechnology, Neural-Interface (using myomuscular (sp?) neural feedback), Robotic War-Machines, Underwater Colonization, and even worm-holes and antimatter are NOT future tech... they are simply unpolished not-yet-implemented modern technology... this is the 21st century, what many would consider to be sci-fi is actually sci-fact. Why sell the game short because of a few technophopes? If you are talking about an end game of 2020... that's less than 2 decades, and much of what I listed above will be implemented.
I do agree that any "future tech" must be theorectically sound, and plausable in the near future (say 50 years)... and definatly add more too the past, but don't cut short our future!
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SI
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MPLS, MN, USA
Feb 2001 time: 05:12
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I would vote #1, no future techs. I would rather see a n expansion of the ancient and middle ages period of the game, so they are more than a time to try to build as many cities as you can. I would be willing to buy an expansion pack with future techs if it means a better basic game.
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There is this little old place about 40 mile south of Napa located in the town of Livermore Ca. on interstate 580 east bound call Lawrence Livermore Lab. Inside of that lab they have a little old item call EMP gun (Electrical Magnetic Pulse Gun. Granted it would take two 18 wheelers to haul it anywhere but it's there nevertheless. So the question is how long before it is man size?
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The comments about worm-holes were related to another post I made in a diffrent thread... I suggested that opening a worm-hole as the Science Victory condition (i.e., the End of the game)
BTW, it is theorized that opening a worm-hole through 4-space around a rotating body of signifigant mass (read: Planet), could tap into "echos" of the present... thus energy could be drawn from a "limited-infinite" of layers, therby producing enough power to open a worm-hole... the second theory involves creating a worm-hole on a subatomic scale, the using antimatter within a controled EM field to "pry" the "opening" larger.
I agree this tech is far off, but for a science victory you need something "show-stopping", what better than setting the stage for galatic (or trans-galatic) exploration/colonization.
[This message has been edited by Trachmir (edited February 11, 2001).]
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