I previously made a similar post
here, but I am reposting an expanded version in this thread for the sake of greater visibility.
Civilization has always been a strategy game epic in scope, with decisions required by the player at grand strategic, strategic, tactical, and operational levels. Many of the new features announced for Civ V (such as hexagonal tiles) directly affect the complexity of the game at the tactical level. With more options available to the player, the game gets more complex; hopefully, this results in a more challenging and interesting game.
However, the preclusion of tech trading
removes options from the player at the strategic level, and renders the game far less interesting. A good example of how this can happen would be
Civilization III, which was sorely deficient as a multiplayer game. Although Civ III was still complex tactically (perhaps more so than Civ IV) and operationally, as a strategic multiplayer game it was very formulaic. The generally bilinear tech tree meant that players had few options when it came to tech trading. The optimal strategy in almost every case was:
- Find a trading partner very early in the game.
- Trade techs with him or her until you've run everyone else off your continent.
- Find a new trading partner located on another continent.
- Stab your old trading partner in the back and take over your continent.
- Shoot for Space Race.
Civ IV is far less formulaic strategically, primarily because of the additional options available for tech acquisition. The tech tree is far less linear than Civ III's, and so there are more options available to the player at any given point. There are some benefits to progressing linearly through the tech tree, in the form of discounts to research - but there is also incentive to race ahead. With multiple options to research at any given time, the player may have multiple simultaneous possible trading partners. Hence he or she is given the challenge of delicately balancing diplomatic relations with other players while maximizing the rate at which his or her civ advances. At any given time, I may have to evaluate whether to break an agreement with another player for the sake of collaborating with someone else. It's the challenge of weighing these balances correctly, and the resulting diplomatic intrigue, that make Civ IV such a great multiplayer game.
But with
no tech trading there is even less incentive to dissolve collaborative partnerships. Without a mechanism to catch other players "up to speed," the player's strategic choices become far more limited. Hence there will be less diplomatic intrigue and backstabbing, and the correct strategy (
a la Civ III) becomes simply to pick a research partner early and hope that you have picked the right partner. Without a mechanism for giving away technology, players become trapped into agreements that they might otherwise want to break.
Furthermore, precluding tech trading punishes the strategic choice of forgoing research in pursuit of other priorities (such as military production). Currently if I am granted a sufficient advantage in production (hammers), I have the option of emphasizing military production at the expense of technological research and leveraging that against my neighbors. I might extort technology from them, or I may offer my military services to them in exchange for technology - but to deny me those options altogether puts me at a disadvantage when I shouldn't be.
The only Civ games I now play are epic multiplayer PBEMs, and all of these situations have occurred in my games. All the work being done to make Civ V prettier and its combat more engaging is pointless if the strategic game is less interesting. Reducing strategic options is a death knell for multiplayer Civ; tech trading is an integral part of the game, and removing it would be a big, big mistake.