Thunderbrd
C2C War Dog
First and most important value should be level of education in empire of conqueror.
If i have 200 education and my rival 100 - he will not get nothing as he simply destroy everything he doesnt understand (like barbaric assault to Rome).
If i and my rival have 200 or so education - then he have chance to get 5-25% of beakers to unknow to him technology.
if i have 200 but my rival got 300 or more he will get much more then 25% like 50% or more.
(historical example is england assaulting zulu - they studied them afterwards to gather valueble antropological information)
Number of tech`s and\or % of beakers conqueror can, get must be based on education.
It's important to note that at this time I'm not willing to build into this issue with further coding and as Joseph has pointed out, that's what would have to be done to take education into account. I feel we have much much higher priorities and as a result should stay within the bounds of the coded optional settings already in place.
Rationally, it seems like there could be an educational impact on the system as if the people are more commonly familiar with the technology the nation is able to utilize then it would mean the city could offer the invader a bit more understanding of the things they had knowledge of. It would be some seriously tricky stuff to program though.
Yeah, I noticed that the random number left something to be desired in terms of its description. Without analyzing the code significantly I couldn't answer that question. Obviously you can't get more techs than what the opponent has to offer but would the random amount be more likely to pull the max amount if the settings exceed that amount available and then a random amount is applied? I don't know.Sounds very good to me TB!
I was wondering if Pop should have an effect on tech capture at all, but I think bigger cities use modern technology (Aqueducts, Subway, Airport) more often than smaller ones. Probably an era factor could be handy here; for example 1% per pop in ancient, but only 0.2% per pop in the TH era.
Also, I think the limitation to 5 techs is logical and probably ok for a game balance perspective, I'd still increase it. If you are lucky enough to capture a city from a MUCH more advanced civ, you should be rewarded. And if we allow techs that we don't have all prereqs for, this can add up quickly.
Do you know, how random tech amount works? Let's say we set multiple techs to 9 and the AI has 4 techs we don't know. Will you recive a) 0-4 techs or possibly b) 0-9 techs?
a) Would mean you'd get 4 techs in only 20% of the time, while b) means you get 4 techs in 50% of the time.
Already though, I'm a little concerned even 5 would mean a lot of overkill. 'If you're lucky enough to capture a city from an opponent that's out-teching you' isn't really all that there is to consider I think. Being ahead technologically doesn't always translate to militarily more powerful and lesser defended cities can become easy tech farms. Also consider the numerous ways this system could be punked. Step 1: I take a city. Step 2: I let the enemy take it back by moving out just about everything when they launch a counter assault. Step 3: I take it again. Rinse and Repeat until you have all the opponent technology - and I'm able to do it because I have such extremely experienced/merged/quality promoted units that they can stand their ground against units an era ahead of them. I worry this whole adjustment would mean that it's too significantly better to actually try to be behind in tech and focus more on building a tremendous military advantage while allowing your neighbors to do the mule work of researching everything for us. Mind you, putting most of the gain in relation to the population of the city does help to limit the effectiveness of such a strategy.