Originally posted by Spiffor
I am not fond at all of tech requirement. I can see some limitations to trading advanced units to a backwards Civ (like making them concript, for example), but I fail to see the use of a tech requirement.
I am not fond at all of tech requirement. I can see some limitations to trading advanced units to a backwards Civ (like making them concript, for example), but I fail to see the use of a tech requirement.
AI addiction
unintended consequences
The AI is built with rather general instructions to maximize this or that. Giving them access to units they don't have technology for could potentially lead to game imbalances that will be a pain to fix.
Aside from your insistance that you don't like a tech requirement to trade certain units, which is a reasonable requirement, you haven't really given any conving argument why unit trades should not have a tech requirement.
Maybe a modified system would be to just give the Civ receiving a unit all the techs needed to build it.
That will work just as well for me. Either way, from a gameplay standpoint, operating a unit = having the required techs. For a design perspective Firaxis has already picked the position that they prefer Civs to not have units they cannot build, as we see with how the game treats captured units. I suspect they will extend it to unit trading if it is implemented in Conquests. Makes perfect design sense to me.

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