2metraninja
Defender of Nabaxica
Unless you think outside the box. What if we were to forge a tech trading alliance where trading is done with espionage? It could work like this:
This is completely untested method as I just came up with the idea. Obvious drawback compared to tech trading is that trading is not instantaneous. So for limited period of time there may be unwanted gaps in the tech tree. This also requires a trustworthy ally and at least NAP until "trade" is complete.
- Teams A and B create a Great Spy and zounds of normal spies.
- Teams sychronize their teching relatively far in the future. Both keep EP:s towards the other player to the minimum.
- Team A dumps the Great Spy to team B's city and uses all EPs gained to steal unresearched techs.
- When team A's EPs are spent, team B repeats the process.
Compared to normal tech stealing this method would be much cheaper if the teams can agree to keep EP as close to zero as possible before the exchange.
I like your way of thinking. And this is not untested at all. I myself am using this for many games, currently using it too. And I know a lot about the ways to be implemented.
One glitch is that it becomes hard for the one partner to steal techs, because the other have way too many "espionage points spent" factor. It does not matters how many espionage you spend on specific player, but cumulative all point you ever generated.
Anyhow, thinking it a bit further, an obvious workaround for rising costs is a circle of friends. E.g. A steals from B, B from C, and C from A. And this wouldn't even need GS, as my reasoning for using those was based on incorrect assumption of bonuses depending on current EP ratio.
So if everyone gets to choose (except the last picker) we get at least top 3 pick on either leader or civ. If we want to stick onto one (e.g. we definitely want to pick leader first), we'll get at least top 5 on our preference.
I definitely think we need to pick a leader/civ that will give early or all-game advantages. Imo, financial and expansive are by far the most powerful traits, and we should try to get at least one of those two. As for Civ, we should consider starting techs that will give faster openings, such as Agri for farms or mining for bw (chopping and slaving are HUGE in the early game, not to mention knowledge of where to find copper for city placement). The snowball effect is very important, so an early advantage is much more important than a late game advantage imo. Also, fast workers are way op for their ability to build unexpected roads on neutral forests/hills when attacking.