Tech trading suggestions.
Being able to advance without doing any research seems cheesy. On the other hand, backwards civ's should be able to "catch up" by stealing/trading for ideas from other cultures.
1> If you have contact with a technology, it should be cheaper to develop. If you are in contact with someone who has a tech, you should have the first ~10% of the tech free[1]. If your borders are "butting up with" someone who has techs that you don't, possibly your border cities will lose culture and turn it into "soaked up tech" beakers for that tech (up to a certain limit)[2]. Other forms of trade might also leak tech.[3]
2> "Trading" techs should be replaced with "half-trading techs". Instead of getting 100% of the techknowlegy, you should get 50%. If you already have more than 50%, you can't trade for the rest.
3> Conquest. When you take a city, the cities culture is converted into beakers at a 10:1 ratio. Then the cheapest tech that the civ you are fighting has that you don't at least have 30% of is selected, and the beakers are poured into it.
Then your beaker-supply is halved, and another tech is chosen, until you run out of stolen beakers, or you run out of techs to steal.
Both of these encourage lagging behind technologically.
To encourage being a pioneer, when you are the first person to get a tech, give a bonus. 10% of the research required for all of the tech's uncovered by your research?
This should cap out at 50% of the tech (same as "volentary" tech trading)
All of this means that you have to do some research in order to tech up.
Possibly low-level techs (like alphabet) will allow 30% trading, while higher techs (like guilds or education) would allow 50% tech trading?
[1] How about 5% + 20% * (# of people in contact with you with that tech / # of total players in the game)
[2] If one of your cities "culture radius" overlaps another city who has tech you don't, culture should be drained out of your city at a rate of 2 culture per beaker, turned into research into that technoledgy. Every 10 culture your city loses should be given to the opponent.
[3] Trade-leak cap of 20%. For every 2 coins that change hands, 1 beaker leaks. For every resource that changes hands, some fraction of the sum of the two side's economies leak.
How are those ideas?
Being able to advance without doing any research seems cheesy. On the other hand, backwards civ's should be able to "catch up" by stealing/trading for ideas from other cultures.
1> If you have contact with a technology, it should be cheaper to develop. If you are in contact with someone who has a tech, you should have the first ~10% of the tech free[1]. If your borders are "butting up with" someone who has techs that you don't, possibly your border cities will lose culture and turn it into "soaked up tech" beakers for that tech (up to a certain limit)[2]. Other forms of trade might also leak tech.[3]
2> "Trading" techs should be replaced with "half-trading techs". Instead of getting 100% of the techknowlegy, you should get 50%. If you already have more than 50%, you can't trade for the rest.
3> Conquest. When you take a city, the cities culture is converted into beakers at a 10:1 ratio. Then the cheapest tech that the civ you are fighting has that you don't at least have 30% of is selected, and the beakers are poured into it.
Then your beaker-supply is halved, and another tech is chosen, until you run out of stolen beakers, or you run out of techs to steal.
Both of these encourage lagging behind technologically.
To encourage being a pioneer, when you are the first person to get a tech, give a bonus. 10% of the research required for all of the tech's uncovered by your research?
This should cap out at 50% of the tech (same as "volentary" tech trading)
All of this means that you have to do some research in order to tech up.
Possibly low-level techs (like alphabet) will allow 30% trading, while higher techs (like guilds or education) would allow 50% tech trading?
[1] How about 5% + 20% * (# of people in contact with you with that tech / # of total players in the game)
[2] If one of your cities "culture radius" overlaps another city who has tech you don't, culture should be drained out of your city at a rate of 2 culture per beaker, turned into research into that technoledgy. Every 10 culture your city loses should be given to the opponent.
[3] Trade-leak cap of 20%. For every 2 coins that change hands, 1 beaker leaks. For every resource that changes hands, some fraction of the sum of the two side's economies leak.
How are those ideas?