MagisterCultuum
Great Sage
This is probably NOT a bug or maybe an unintended consequence:
My son was in for the three day weekend. He played the Bannor, got the Order. He attacked the Hippus, who had a lot of techs. the techs weren't available on the diplomacy screen. When we went into t he screen determining which techs were available, all of the Hippus techs were listed as 'cannot be traded'. Usually, when you are at war, the techs are listed as available to be traded. These techs were not precluded by pre-requisites.
Our guess was that the issue was the undercouncil. The Hippus were part of the undercounsel, and I suspect there was a resolution barring trading techs to the good guys.
So, the question on the table is whether an undercouncil vote should override a potential peace treaty. The Hippus were getting the bleep beaten out of them (my son is better than I am!), there could be an argument that peace treaties should override this; but I can also see it being logical that it wouldn't. I just wanted to point it out.
Also, I wanted to report that he is playing on a huge map and is NOT having the performance problems we had before -- something in patch F must have fixed it.
Best wishes,
Breunor
I think that you should be able to trade techs when this vote is passed, but that doing so would kick you off the council and give a diplo penalty with the other Undercouncil civs. The AI should only do this in extreme situations (like when they are about to be destroyed and need peace!)
That said, are you sure you didn't have No tech trading or no tech brokering turned on? I've never actually noticed being unable to trade techs after this vote passes, and didn't think it was working.
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