Our regular MP civ game last saturday was quite fun. ozzy the mongol beat up his neighbours until Canton China led by Frank Johnson the Victorious defeated them and all others with the help of superior weapons technology.
anyway. to the tech trading. just to be an ass I'm gonna say something that doesnt help at all, but the research and tech trading in civ4 is a little primitive. base research technology in RL is not spread that way. specific developments of such a technology is spread in a similar way to that of the civ4 tech trading system, but not the actual technology in itself.
regardless, has the following been considered?
1. a gold cost (say 1/3 of the techs cost) paid to the "bank". for example, Japan trades Engineering to Arabia. Engineering is worth 600 beakers so Arabia has to spend 200 gold to manifest the deal. The 200 gold does not go to Japan, it "disappears" as a "retooling" or adaptation cost.
2. A turn limit is placed on tech trading. Technology cannot be traded more often than every 20 turns.
3. A traded tech would require a number of turns to introduce into the infrastructure. Research on other techs should still continue while these turns tick away.
4. A nation that trades away tech, or gets tech could get some negative effect for a number of turns. Similar to when pop-rushing.
I dont know if any of these options are possible to mod or if they would be balanced. The actual numbers suggested are just suggestions, experimentation should be done to ensure that the number of turns\beakers are balanced to achieve the desired effect. Any comments?
anyway. to the tech trading. just to be an ass I'm gonna say something that doesnt help at all, but the research and tech trading in civ4 is a little primitive. base research technology in RL is not spread that way. specific developments of such a technology is spread in a similar way to that of the civ4 tech trading system, but not the actual technology in itself.
regardless, has the following been considered?
1. a gold cost (say 1/3 of the techs cost) paid to the "bank". for example, Japan trades Engineering to Arabia. Engineering is worth 600 beakers so Arabia has to spend 200 gold to manifest the deal. The 200 gold does not go to Japan, it "disappears" as a "retooling" or adaptation cost.
2. A turn limit is placed on tech trading. Technology cannot be traded more often than every 20 turns.
3. A traded tech would require a number of turns to introduce into the infrastructure. Research on other techs should still continue while these turns tick away.
4. A nation that trades away tech, or gets tech could get some negative effect for a number of turns. Similar to when pop-rushing.
I dont know if any of these options are possible to mod or if they would be balanced. The actual numbers suggested are just suggestions, experimentation should be done to ensure that the number of turns\beakers are balanced to achieve the desired effect. Any comments?
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