When tech trading, I use the following rules of thumb:
* Never trade a tech that has a wonder I want associated with it until I've got a clear headstart ON that wonder.
* Trade the same tech multiple times. I tend to go deep into the tech tree, rather than spending lots of time wading in the shallows. I'll research the bare minimum that I need to get up and running, then go deep, relying on trading slightly later on to make up the techs I missed. Once you have a "hot commodity" tech that lots of people want, you can, at the start of your turn, shop it around for just silly kinds of profits. I've worked deals where Alphabet or Metal Casting have netted me half a dozen other techs (far more in their combined cost that Metal Casting initially cost me to research). The advantage: Each individual civ gets +1 tech, while I wind up with +6 techs. Everybody wins...it's just that I win bigger.
* Trade techs with neighbors *strategically* to begin cultivating long term "friend-foe" relationships. Study the game and see who's ticked off at whom....who's likely to be attacked...ignore these folks and build up the others. Especially useful if the civ on everyone's $hit-List happens to be your next door neighbor, cos then, when the declaration of war comes, you can join the dog-pile and get in on the action, claiming a few juicy cities for yourself!
-=Vel=-
* Never trade a tech that has a wonder I want associated with it until I've got a clear headstart ON that wonder.
* Trade the same tech multiple times. I tend to go deep into the tech tree, rather than spending lots of time wading in the shallows. I'll research the bare minimum that I need to get up and running, then go deep, relying on trading slightly later on to make up the techs I missed. Once you have a "hot commodity" tech that lots of people want, you can, at the start of your turn, shop it around for just silly kinds of profits. I've worked deals where Alphabet or Metal Casting have netted me half a dozen other techs (far more in their combined cost that Metal Casting initially cost me to research). The advantage: Each individual civ gets +1 tech, while I wind up with +6 techs. Everybody wins...it's just that I win bigger.
* Trade techs with neighbors *strategically* to begin cultivating long term "friend-foe" relationships. Study the game and see who's ticked off at whom....who's likely to be attacked...ignore these folks and build up the others. Especially useful if the civ on everyone's $hit-List happens to be your next door neighbor, cos then, when the declaration of war comes, you can join the dog-pile and get in on the action, claiming a few juicy cities for yourself!
-=Vel=-
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