Krill
Deity
No Tech Trading generally prevents tech alliances from forming.
Krill said:the amount of time each tech itself can be traded.
Which is exactly the same as what I said previously: just set the amount of times a tech can be traded to zero.
Tech alliances and alliances in general decide the games, that is why playing with no tech trading is essensial and banning any communication between teams also would give us a hugelly better game.
As long as there is at least one person in every team willing to honor the rules, it should be no problem.
Which is basically a CTON but with teams controlling individual civs. And in a longer term game (ie with no turn limit) the leading team will still likely get ganged up on.
Not that such a game is unplayable; I agree with you that it is the "most balanced" way of playing, but you may have problems getting enough players to fill out the teams. Ultimately, if you can't get the required amount of players to fill the teams then such a game may not be feasible. "Better" is a relative term: if players want diplomacy, a game with none is definitely not, "Better".
If you want to attract as many people as possible, only figure out some basic ideas of the game now: simul turns, maybe number of teams, and the tech trading/diplomacy situation. Then advertise as widely as possible to get as many people as possible. Depending on the size of the teams you could have alot of teams playing.
Personally I feel that smaller teams of between 4 and 8 players would allow more players to have an impact in the game and actually play, compared to lurking in the private fora. That keeps players involved in the game instead of having an inactive shell around the outside of the core that don;t participate.