Schuesseled
Deity
- Joined
- Mar 31, 2008
- Messages
- 2,081
a research pact would decrease research, it would always give a boost, even if a not very big one for one of the people involved.
Correct - originally they said it was a 15% boost to research for the duration of the agreement. The problem is that, as the agreement ages, the penalty for breaking it decreases, since you are earning the bonus beakers each turn. The latest reports indicate the random tech, which makes sense if the goal is to incentivize diplomacy. Delaying the reward until the end is the best way to do it.
Basing the reward on the beakers produced by the other civ means that either side could game the other by minimizing their output for the duration of pact (so they could say . . . concentrate on producing units with which to invade their unsuspecting ally)
Honestly, if I could remember which preview/video/screenshot/2k_Greg post it was, I would gladly post the link. Unfortunately, I have read or seen pretty much every single one of them at this point, and I have no idea where that particular tidbit was revealed - only that my immediate reaction was "Duh, that makes more sense."
And, hey I am by no means saying that this is absolute truth or that it won't change again by the time we actually get the game in our grubby little hands Though, I would certainly prefer the random tech. . .
Receiving a random tech doesn't make any sense to me... where's the strategy in receiving a random tech?
That's not a part of research strategy. That's part of diplomatic strategy. Tech is just a bonus here.
No, diplomatic strategy is just a part of this question, because if you enter a research agreement you expect to obtain two kinds of rewards: a positive effect on your external relations with the other civ (although it may possibly imply a worsening of other relations) and tangible and controlled results on research - you must know what you're aiming at!
I've read many articles about the gameplay of CIV V, but still haven't found any reference to this "random tech" thing. In this site, for example, it's said that "In a Research Agreement, you agree to invest a lump sum of gold with another civilization, and will receive bonus science over 20 turns."
I'm still waiting for a source with a different version about this...
Maybe players should get the worst tech they can get? This would give incentive for players not to neglect too old techs, or not benefit from the pacts at all (if they really can't be bothered 'cause of a beeline).
It's pretty much already incentivised that way, since if you do a beeline and a research agreement, you're setting yourself up to get The Wheel at turn 150. It would just be a stronger incentive the way you described.