@axatin's 5-80 proposal :
NOTE: As this proposal adjusts the default balance assumptions of the mod, this is considered a "MAJOR CHANGE" and as such a supermajority of votes is required for implementation.
Proposal: The advanced options "Enable Research Agreements" and "No Tech Trading" are turned on by default.
SPECIAL: This would also change the default balance assumptions we base the mod on to these new settings.
Rationale: Both research agreements and tech trading serve the purpose of rewarding friendly relations to AI players, but tech trading is quite exploitable. With this change, it will still be possible to play with tech trading on if a player wishes so, but it will be recognized that research agreements and no tech trading are the default options the game should be balanced around.
@Tekamthi's 5-80a counterproposal :
(see discussion before vote for this proposal there)
NOTE: This counterproposal does not require a supermajority as it does not change fundamental balance assumptions.
Background/Context:
The initial proposal seeks to disable tech trading and re-enable vanilla's research agreements; some feel tech trading is core VP feature and/or civ series staple, and must remain. However, even though past changes have limited its exploit potential, the initial proposal correctly identifies that tech trading can STILL be relatively easily exploited by unscrupulous human (its one of those cases where you could just not do it, but we are all likely more subject to temptation than we like to admit...). I would add that the mechanism of potential exploitation is also unrealistic in the ease with which human can instantly wheel and deal techs all over the globe. This counterproposal revisits a mechanism I proposed in an earlier round of congress, however there its target was deemed too crucial to core gameplay (and not actually in need of fix) to be adaptable for AI; here the tech trading isn't as crucial, the targeted mechanism IS exploitable and may benefit from some kind of fix.
Proposal:
Rationale:
This won't eliminate all opportunities to exploit tech trading, but it will greatly limit the availability of those opportunities to human in particular (well, to everyone, but AI never attempts the human-style abuse, or not to the same depths anyway), while using an existing, thematically-related game function. If human seeks to exploit tech trades, we will have to be more methodical, patient and perhaps forego other trade route interests to accomplish our schemes AI is already considering beaker yields when deciding where to send its trade routes; its existing function should be well-suited to access tech-rich trading partners.
edit: per sponsor feedback & discussion
NOTE: As this proposal adjusts the default balance assumptions of the mod, this is considered a "MAJOR CHANGE" and as such a supermajority of votes is required for implementation.
Proposal: The advanced options "Enable Research Agreements" and "No Tech Trading" are turned on by default.
SPECIAL: This would also change the default balance assumptions we base the mod on to these new settings.
Rationale: Both research agreements and tech trading serve the purpose of rewarding friendly relations to AI players, but tech trading is quite exploitable. With this change, it will still be possible to play with tech trading on if a player wishes so, but it will be recognized that research agreements and no tech trading are the default options the game should be balanced around.
@Tekamthi's 5-80a counterproposal :
(see discussion before vote for this proposal there)
NOTE: This counterproposal does not require a supermajority as it does not change fundamental balance assumptions.
Background/Context:
The initial proposal seeks to disable tech trading and re-enable vanilla's research agreements; some feel tech trading is core VP feature and/or civ series staple, and must remain. However, even though past changes have limited its exploit potential, the initial proposal correctly identifies that tech trading can STILL be relatively easily exploited by unscrupulous human (its one of those cases where you could just not do it, but we are all likely more subject to temptation than we like to admit...). I would add that the mechanism of potential exploitation is also unrealistic in the ease with which human can instantly wheel and deal techs all over the globe. This counterproposal revisits a mechanism I proposed in an earlier round of congress, however there its target was deemed too crucial to core gameplay (and not actually in need of fix) to be adaptable for AI; here the tech trading isn't as crucial, the targeted mechanism IS exploitable and may benefit from some kind of fix.
Proposal:
- Keep tech trading default enabled option, research agreements disabled.
- Restrict tech-trading to civs that have active trade route between one another. ie if either civ A or civ B are currently sending a trade route to the other, both can trade techs back and forth, 2-ways.
- If there is no trade route at all between civ A and B, tech trading is not available between these civs
- In the case of city state, if two civs are sending trade route to same city state, they can tech trade. ie civ A and civ B send trade route to CS C, but not to one another; Can still trade techs via CS trade connection
- trade route requirement for tech trades removed if either civ has tech with attribute "UnlimitedTechTrading". Add UnlimitedTechTrading attribute to telecommunications.
Rationale:
This won't eliminate all opportunities to exploit tech trading, but it will greatly limit the availability of those opportunities to human in particular (well, to everyone, but AI never attempts the human-style abuse, or not to the same depths anyway), while using an existing, thematically-related game function. If human seeks to exploit tech trades, we will have to be more methodical, patient and perhaps forego other trade route interests to accomplish our schemes AI is already considering beaker yields when deciding where to send its trade routes; its existing function should be well-suited to access tech-rich trading partners.
edit: per sponsor feedback & discussion
Last edited by a moderator: