New Beta Version (b) - January 10th (1/10b)

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Well if an addition to the game is judged by how well it fits without being intrusive, tech-trading to me seems to fit the bill.
Since it was so long since I'd played a CivV game I'd completely forgotten about RAs and this trading system just seemed to work as I'd expect it to.
 
I never said that they do, just that I'm paranoid.

Either way I really don't like the mechanic and I'm not going to use it. Research-agreements are fun, a good gold-dump and at least somewhat makes sense. Someone just handing the secret art of theology over to you in exchange for a briefcase with cash just seems weird to me.
besides, tech-trading comes online so late that I'm usually done with the game by the time I get there anyways.

The real problem is the implementation of Tech Trading in Civ. I have pushed for a more "blueprint" like approach, ala Hearts of Iron 2, where you never really trade the tech but a "blueprint" represented as a portion of the tech; that way, the receiver still has to put research effort to get the tech, but it comes earlier. Much more realistic, and I think it could well be incorporated into CBP.

What say you, Gazebo?
 
The real problem is the implementation of Tech Trading in Civ. I have pushed for a more "blueprint" like approach, ala Hearts of Iron 2, where you never really trade the tech but a "blueprint" represented as a portion of the tech; that way, the receiver still has to put research effort to get the tech, but it comes earlier. Much more realistic, and I think it could well be incorporated into CBP.

What say you, Gazebo?

Or we could just stick with the research-agreements? :D
 
Or we could just stick with the research-agreements? :D

Yes, absolutely, my first choice, but if I would consider Tech Whoring... errr, Trading again, it would have to be something like the blueprint model.
 
I usually go for tech trading because it seems more fun and interactive to me. I have not found tech trading to be at all unbalanced in any games I have played with it.

As for if it makes sense to have tech trading in the game, these sorts of deals have gone down in reality. A very important tech trade happened very much like Funak describes in WW2. The British sent the USA a lot of their secret technology in a briefcase. This was for increased American support, so essentially money.

Yep, there's a reason it doesn't unlock until replaceable parts (not theology, as Funak states).

G
 
Yep, there's a reason it doesn't unlock until replaceable parts (not theology, as Funak states).

I did not say it unlocked at theology, I was making an example of how absurd trading for a tech is. I know exactly when it unlocks actually.
 
+1. Blueprint trading for researched techs, RAs for further research; fits perfectly. Hope it's moddable.

The real problem is the implementation of Tech Trading in Civ. I have pushed for a more "blueprint" like approach, ala Hearts of Iron 2, where you never really trade the tech but a "blueprint" represented as a portion of the tech; that way, the receiver still has to put research effort to get the tech, but it comes earlier. Much more realistic, and I think it could well be incorporated into CBP.

What say you, Gazebo?
 
Nah leave it alone. It's is functionally sound. There's much more important things to try and do.
 
Is there a valid game situation where the 'raze city' button would not be present after capture?

I started a game last night after several weeks off and encountered this... only annex, puppet and view were available options. Not sure whether I've missed some rule change the last few releases or I'm hitting a bug with the latest beta.

It could be a holy city.
 
It could be a holy city.

Darned Holy Cities! Does sending in an Inquisitor allow razing?

Another interesting thing about holy cities - Great Prophets that spawn will be in the religion you founded even if the city has been converted. I found this out by "propheting" a rival's holy city to effectively wipe out their religion - only for them to spawn a prophet and undo everything I did :p
 
Another interesting thing about holy cities - Great Prophets that spawn will be in the religion you founded even if the city has been converted. I found this out by "propheting" a rival's holy city to effectively wipe out their religion - only for them to spawn a prophet and undo everything I did :p

Well, of course, great prophets are global, not local, that's why capturing someones religion/holy city doesn't give you the ability to spawn prophets.
 
Units garrisoned in a city get damage when the city is attacked, but they get no xp. Is that WAD?
 
While we are at: The change made cities much more vulnerable to very early rushes.
A city with range 1 is completely helpless against archers. Which means, after defeating the enemy army, taking a city is trivial before Mathematics. What made is somewhat complicated was an archer positioned inside, which could fend attacking archers well.
Now that he takes damage though, the only real early defense of cities is severly crippled.
 
While we are at: The change made cities much more vulnerable to very early rushes.
A city with range 1 is completely helpless against archers. Which means, after defeating the enemy army, taking a city is trivial before Mathematics. What made is somewhat complicated was an archer positioned inside, which could fend attacking archers well.
Now that he takes damage though, the only real early defense of cities is severly crippled.

How about archers outside the city? :D

You do have to keep in mind that a strong melee-unit inside the city is going to increase its durability by quite a bit (at least from what I've gathered).
 
(I think that) Previous versions of the CP used to grant another possible reward from ruins(production boost) instead of Revealing barbarian encampments. However the recent versions don't seem to do so. Any reason why? Besides, the revealing barb camps thing doesn't actually do anything sometimes... As in, it doesn't reveal any encampments.
 
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