Hiho, after some lurking finally my first post
After playing around a bit with the game the brievest summary I can give: Good game, with a lot of potential.
And yes, "a lot of potential" is an euphemism for "can/should be improved a lot" . And one field which imo needs improvement is techtrading. Why? One example from my ongoing game (most of you should know this situation): I didn't care for diplomacy for several weeks and when I was finally checking the situation I noticed that I 'm several techs behind, but I have 2 unique techs. So what to do? I sell both of my techs to every minor and major nation which nets me about 11*2*250=5500bc. With this I can buy two unique techs from a major, and sell them anothertime to everybody... repeat this some times and you end up with a lot of techs, money, friends... or otherwise said its (allmost) a no-brainer, its a lot of work, its unrealistic (a civ which learns at one instance about 10 techs and teaches them to 11 other civs...), its no fun, but still to perform well its necessary . On the other hand, tech trading should definetely be an important part of the game.
So some ideas how tech trading could be modified.
Easy to implement (or at least I think so...) suggestions:
1) "Blueprint-trade" instead of "full-tech-trade": Instead of getting instantly 100% of a tech you only get X% (with X between 50 and 75) and the rest has to be researched
2) "Transaction costs": To learn and apply a new tech, you have to send around scientist, instruct your engineers, install new machines in your factory and all of this isn't for free. By transaction cost I mean that both partner have to pay some amount of money additonally to whatever deal was discussed. This transaction cost could even be made progressive, so that for every additional deal per turn you pay some more money...
3) Limited numbers of diplomatic interactions per turn
Now to the more complicated suggestions:
Everything whats done in the Paradox titles like Victoria or HoI...
So these are just some of my weird ideas and I didn't fully think in which ways it would modify the game experience but I would definitely like to see some solution between the two extremes Full tech trading- no tech trading.
I would be grateful for some discussion on these ideas
After playing around a bit with the game the brievest summary I can give: Good game, with a lot of potential.
And yes, "a lot of potential" is an euphemism for "can/should be improved a lot" . And one field which imo needs improvement is techtrading. Why? One example from my ongoing game (most of you should know this situation): I didn't care for diplomacy for several weeks and when I was finally checking the situation I noticed that I 'm several techs behind, but I have 2 unique techs. So what to do? I sell both of my techs to every minor and major nation which nets me about 11*2*250=5500bc. With this I can buy two unique techs from a major, and sell them anothertime to everybody... repeat this some times and you end up with a lot of techs, money, friends... or otherwise said its (allmost) a no-brainer, its a lot of work, its unrealistic (a civ which learns at one instance about 10 techs and teaches them to 11 other civs...), its no fun, but still to perform well its necessary . On the other hand, tech trading should definetely be an important part of the game.
So some ideas how tech trading could be modified.
Easy to implement (or at least I think so...) suggestions:
1) "Blueprint-trade" instead of "full-tech-trade": Instead of getting instantly 100% of a tech you only get X% (with X between 50 and 75) and the rest has to be researched
2) "Transaction costs": To learn and apply a new tech, you have to send around scientist, instruct your engineers, install new machines in your factory and all of this isn't for free. By transaction cost I mean that both partner have to pay some amount of money additonally to whatever deal was discussed. This transaction cost could even be made progressive, so that for every additional deal per turn you pay some more money...
3) Limited numbers of diplomatic interactions per turn
Now to the more complicated suggestions:
Everything whats done in the Paradox titles like Victoria or HoI...
So these are just some of my weird ideas and I didn't fully think in which ways it would modify the game experience but I would definitely like to see some solution between the two extremes Full tech trading- no tech trading.
I would be grateful for some discussion on these ideas