One of the things I still miss from Civ2 was when you captured an enemy city you also captured one tech if they had any you didn't. It was way too powerful but I'd like to bring it back in a watered down state. I apologize if anyone has already done this, I've searched but didn't find anything.
1) Tech is only gained if you capture, not raze the city.
2) Tech is chosen randomly from those of the captured civ, but only those the capturer has all the prereq's for.
3) Chance of gaining tech is proportional to the tech disparity between the two civs. For example, if you are more than 10 techs behind the chance is near 100%, if you are 1 tech behind the chance is near 0%. I'm not sure how best to determine "behind" as you could have the same number of techs but not the same ones. Is there a "total number of beakers" variable somewhere? But comparing beakers wouldn't tell you that much as a 100 beaker difference in the early game means a lot more than in the modern era.
4) Only contributes randomly between 1/3 to 2/3 of the beakers for the tech. Basically your guys find this new thing and gives them a jump start on it, but they still have to do some work to figure it out.
This doesn't seem like it would be hard to write. The code for determining which techs are available would be the same as for trading. There appears to be an OnCityCapture event, though I'm not quite sure how that works out. I figured I would throw the idea out there in case someone who knew what they were doing wanted to try it, or point me in the right direction
1) Tech is only gained if you capture, not raze the city.
2) Tech is chosen randomly from those of the captured civ, but only those the capturer has all the prereq's for.
3) Chance of gaining tech is proportional to the tech disparity between the two civs. For example, if you are more than 10 techs behind the chance is near 100%, if you are 1 tech behind the chance is near 0%. I'm not sure how best to determine "behind" as you could have the same number of techs but not the same ones. Is there a "total number of beakers" variable somewhere? But comparing beakers wouldn't tell you that much as a 100 beaker difference in the early game means a lot more than in the modern era.
4) Only contributes randomly between 1/3 to 2/3 of the beakers for the tech. Basically your guys find this new thing and gives them a jump start on it, but they still have to do some work to figure it out.
This doesn't seem like it would be hard to write. The code for determining which techs are available would be the same as for trading. There appears to be an OnCityCapture event, though I'm not quite sure how that works out. I figured I would throw the idea out there in case someone who knew what they were doing wanted to try it, or point me in the right direction
