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Jmaster
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Here is a list I compiled of names for the technologies, organized by general field: biology, chemistry, physics, mathematics & computers, and non-physical science.
There's over 100 ideas here, but comments and suggestions are always welcome.
Many of these ideas are Gateway's, a few are mine, and the rest were contributed by Stella Polaris forum members, all from a previous brainstorming thread.
[edit] This list will be kept up to date. Please use your browser's search function to check if your tech is already on the list.
Biology
animal philosophy
atmospheric processing
biochemicals
biofuels
biomedicine
biofiltration
biomachinery
cellular regeneration
cloning
consciousness theorem
cryonics
geometric biology
gene resequencing
immunology
life interaction model
man & machine synergy
marine ecology
molecular genetics
microecosytems
mind control
native life study
neural link
neural networks
oceanic engineering
organic circuits
organic recycling
pathogen engineering
planet geology
planetary evolution
planetary meteorology
precognative ability
proteonomics
secret of genetics
secret of the human brain
secret of life
statistical genetics
synaptic dynamics
synthetic antigens
telepathy
total immunity
total immunity
virtual immune system
xenobiology
zero gravity studies
Chemistry
ablative armor
atomic engineering
atomic transmutation
ceramic alloy
composite alloy
crystal extraction furnace
diamond plating
fuel cells
high-temp superconductors
industrial alchemy
matter editation
molecular construction
molecular deposition
molecular geometry
molecular machines
nanotechnologies
nanometal
nanoindustry
nanominiaturization
neutronium
self-healing materials
spider alloy
stasis crystal metal
subatomic metallurgy
super electromagnets
super metallurgy
synthetic fuels
zero-g industry
Physics
advanced encryption
advanced optics
aerodynamics
antigravity
antimatter
applied chaos theory
applied harmonics
applied relativity
artificial gravity
ballistics
bio-dome
bubble field
continuum mechanics
dry dock
electromagnetic refraction
EMP emitter
energy screen
entropy reversal
fields redirection
field-differential propulsion
fluid dynamics
FTL Communication
fusion
cold fusion
gravitonics
gravity shields
helioseismology
high-temperature superconductors
holographic technologies
Inertial Field Manipulation
laser interferometry
magnetic energy storage
magnetic shields
multiple-dimension theory
optical transistors
orbital space flight
particle accelerator
phase transitional dynamics
Planck scale studies
pressure hull
quantum technologies
quantum computing
quantum teleportation
quantum mechanics
quantum imaging
quantum fabrication
resonance dynamics
secret of matter
secret of space-time
singularity control
solid state data storage
sonic pulse technology
stellar cartography
stellar mechanics
string theory
superscalar construction
teleportation
temporal dynamics
temporal mechanics
temporal shielding
unified standard model
unified wave-particle equation
vector thrust propulsion
warp theory
wave field
wormhole mechanics
Mathematics & Computers
adaptive automation
adaptive AI
advanced data structures
augmented reality
calculus
conscious machines
cybernetics
data mining algorithms
differential geometry
distributed computation algorithms
evolutionary algorithms
force fields
fractal technologies
fractal compression
fractal extrapolation
fractal encryption
graph theory
hyperdimensional topography
neural network algorithms
number theories
probability analysis
recursive programming
replicating devices
secret of manifolds
Social Science & Philosophy (Humanities and Non-physical Science)
advanced teaching methods
advanced urban planning
alien art appreciation
animal philosophy
arts studies
behavior psychology
comparative sociology
economic models
macro economics
altruistic economics
ethics theory
indoctrination theory
linguistic interface
mind control
moral philosophy
music theory
perfected battle tactics
philosophy of sentience
population psychology
psychohistory
secret of creation
secret of the soul
spirituality hypothesis
technological philosophy
theory of consciousness
universal game theory
universal linguistics
Last edited by Jmaster on 09-11-2002 at 09:30
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Gateway103
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To answer DBTS' questions,
1) Ceramic materials have interesting properties. I am not an expert on this, but I know some ceramics materials that are heat resistant, good with energy dissipation, and light-weight. I believe there are even those ceramic materials that are strong then other alloys.
In addition, this isn't all about combat and armours. Ceramics materials usually are good insulators, but the best known high temperature superconductor is a ceramic material (interesting materials ceramics are). So advancement in ceramic material may help make superconductors, better electronic circuits, lightweight cheap composite construction materials, and more. So there are indeed rooms and needs for the development of ceramic material processings, and foreseeably too in the future.
2) As for Atomic Construction. Yes, all chemists would agree that materials are made of atoms. But Atomic Construction implies building the materials starting at the atomic level, thus allowing you to create materials with high purity and less internal defects. And less internal defects and impurity means the materials can be stronger, more sensitive (if used in say measuring devises), and otherwise perform better.
These are all good questions, if you have more concerns about these, please do ask them. I may not be able to reply quickly, but I'll do so when I can. This kinds of discussion can help us refine ideas, and perhaps generate new insights.
-Gateway103
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Jmaster
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Added:
gene resequencing
temporal mechanics (different from temporal dynamics, apparently)
precognative ability (new)
Atomic engineering and atomic transmutation are on the list; do we want atomic construction as well?
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Jmaster
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Added 10/26/2002
molecular construction (chemistry)
secret of the human brain (biology)
secret of genetics (biology)
secret of life (biology)
secret of matter (physics)
secret of space-time (physics)
secret of manifolds (mathematics)
secret of creation (non-physical)
secret of the soul (non-physical)
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Jmaster
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Added 11/8/2002
diamond plating (chemistry)
neural network algorithms (mathematics)
conscious machines (mathematics)
graph theory (mathematics)
advanced data structures (mathematics)
I change some names to make them sound advanced. (True AI -> conscious machines)
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Capt Dizle
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I would hope that some thought would go into solving some tech related game play problems.
1. the rich get richer problem
2. the inability to differentiate between discovering concepts and developing implementations
3. pacing problems, such as discovering the tech for frigates and then before they have an impact on gameplay, ironclads make them obsolete, or getting psi gates and lots of other neat stuff late in SMAC right before the game ends
It would be better to have fewer techs properly paced so that each has a real impact on gameplay than a proliferation of low or no impact techs/implementations.
Also, it is crucial to have as many viable but different tech paths in the tree so that the game has some strategic flavor.
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Jmaster
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The current version of the technology list is all organized by field: physics, biology, chemistry, etc. I think that it is more likely that technologies will be discovered within their respective field more than in a certain catagory like colony or SMAC's Discover, Explore, Build, & Conquer. This is my opinion, although I think that some other catagorization scheme needs to be incorporated as well. In particular, defense spending leads to weapon advances. In other words, this organization makes more sense now, but when we get to implementating them into the game I think we should start to organize them by practical use catagory.
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Michiel
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Hm.. I read the whole thing. It's an impressive list of technologies, but I wonder how they're ALL gonna effect gameplay. It could be too much...
And about the catagorization, if this much technologies and knowledge really are gonna be in the game, I think it would be really cool to make some kind of sphere grid (like in Final Fantasy 10). For those that don't know final fantasy 10, I'll explain. In FFX there's a whole different kind of lvl system. If you gain a lvl you can move your 'character' over a grid you can acces from the menu. It's huge and you can scroll through it to see the whole thing (and zoom in/out). You can place spheres you can find in the game in nodes that then teach you a new ability, or raise your HP with 200, for example. This idea could be used for StP. A grid with ALL technologies in it. No catagorization. (well, off course, they need to be placed correctly. Diamont Plating must come some time after The Wheel. ) But instead of lvls, you'd need money and the technology that comes before it. And you could make it so it'll take some time before the technology is ready. You could choose your own path over the grid. You wouldn't need to learn ALL of it, you can choose one of the paths. (The beginning could only be one path, but after about 20 basic techs, the path could split up and give the player a choice.)
What about that? 
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Mark123jansen
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Holland
Aug 2002 time: 06:23
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Sounds interesting, what if we made like 4 tech tree's, a build, explore, discover and a conquer tech tree, and at the start of the game you have to choose wich one youll follow (maybe preset by faction) each tech tree has the basics, such as childrens chreche, former needle jets etc, but each tree has its own specialized buildings and units: discover has more science building, explore higer movement units and better terraformers, conquer has nerve gas and better weapons, and build has the better armors and industrial facilities.
give your thougts on this please?
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Michiel
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I don't see how a sphere grid would require a lot of sound effects.
Anyway, Mark Jansen, your idea is nice, but I thought no catagorization at all would be the best idea. Every single tech on the same grid. At one point you could choose your own path across the grid, (like the catagories you described). Maybe you can think of some interesting tech-combinations on your own as a player. It would give the game greater replay-value.
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Jmaster
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In any case I don't see how a tree without any specialization at all will work. To develop a tech you need to spend time and resources on it, which you could have spent on something else. However, I think that you should be able to control what you research to some extent so you will be able to control how much you want to specialize. If you devote all your resources into biology techs you will get to cloning a lot faster, but if you take a more balanced approach, and research all the basics, then you won't be as advanced but your technologies will be much more diversified.
I agree that the tree should have many possible paths.
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