Technology pacts, sharing and trading are very possible. Just be careful who you give this information to, as it could very quickly spread to people you don't want it to, should you not watch closely.
I’ve been approached by an unnamed player about forming a research coalition and while stats-wise there is no reason for me not to join, I do truly hope that the moderator withdraws the option for tech coalitions or tech trading (or at least make it difficult to trade tech).
The idea is a
problem for me.
My reason for this view-point is based on my previous experience in both NESes I have played in and moderated. I myself have abused the tech system considerably in some NESes and was able to project myself into a solid lead by spamming PMs to various players and ensuring I was involved in any tech trade. By doing so I was able to achieve a solid lead in two NESes where I otherwise should not have been in a strong position (as the Amurites and as the Babylonians).
In my own experience as a moderator, players become frustrated if their new and shiniest toy is obsolete in 1 or 2 turns. If I get to navy 2, cutting edge for turn 3 let’s say, and develop a new larger aircraft carrier (it could be anything) but next turn by working with a larger group I get navy 4, then I didn’t really get to enjoy my design. Players need to feel that their new designs are not going to be obsolete inside of 2 or 3 turns or they simply won’t invest in UUs.
Thirdly, I feel that by allowing rampant tech trading and technology coalitions, the game will progress much too quickly and between 1960 and 1970 we will see a complete absence of space programs develop into advanced manned bases on the moon, etc.
I would prefer to play in a game where my new navy 2 sub or aircraft carrier has a lifespan of more than one turn. And although some players no doubt want to have tech coalitions so they can race ahead in tech, ultimately I think they would have more fun if each tech level was more meaningful and ultimately enjoy the game more with reduced tech trading.
I propose a
solution.
I don’t feel the solution is to make technology more expensive, its pricing seems about right to me. I don’t think the solution should be to make each level of tech worth more.
I propose that TLK disallow communal tech development and that tech trading only be allowed up to a certain point. Potentially if I have tech level 3 in navy I can trade away tech level 1 in navy but I cannot trade tech level 2 or 3. Same if I had tech level 4 in atomics for example, I could trade away tech level 2 atomics but not three or four.
I hope that I am not alone in my opinion and that others understand my point and agree with it. I
really enjoy TLK’s moderating style and games but I feel that these tech coalitions are going to ruin the game within 5-7 turns.
Please consider what i have written TheLizardKing; i feel you are endangering a potentially very enjoyable experience before it even really develops.