Starting techs

I've found if several civs had tech leads each in a different area then lightblubling a tech and selling it to each of them for their tech is a great way.
 
I've found if several civs had tech leads each in a different area then lightblubling a tech and selling it to each of them for their tech is a great way.

Tech trading is a bit broken in this game. Disabling tech brokering doesn't solve the problem, it brings a new type of pathology. The problem is the immense perk two civs get while exchanging techs, which cries for a nerf. Rather civs should be able to trade bluprints for techs without the restriction of having any prerequisites. Having a blueprint would give you a +100%:science: bonus(+150% with university)when getting to research a tech.
 
Tech trading is a bit broken in this game. Disabling tech brokering doesn't solve the problem, it brings a new type of pathology. The problem is the immense perk two civs get while exchanging techs, which cries for a nerf. Rather civs should be able to trade bluprints for techs without the restriction of having any prerequisites. Having a blueprint would give you a +100%:science: bonus(+150% with university)when getting to research a tech.

I think if you trade techs, you also trade the training associated with it.

However, I like your idea for stealing techs. You would only get plans/blueprints, and would still need to develop and train to get the tech.
 
Nope, the fact that someone reveals you a tech doesn't mean you can fully implement it from that point. Moreover what's most important is that two civs exchanging techs get a too big perk in comparison to others.
 
Maybe a Future Game could not have starting techs, but assign two random ones based on your first city start location. Since you can't research until you plop down anyway, it could assigned at the time of settlement. IE, if you plop near deer and wheat you'd get Agriculture and Hunting. If you plop near fish and hills, Fishing and Mining or whatever. The only down side is that Civ's who normally start with Mysticism or Wheel, would be hosed.

So Maybe let every Civ start with one Trait and assign the other based on settlement location? So you could start with one of the less obvious traits, Mining/Wheel/Mysticism then get Fishing, Hunting, or Agriculture depending on where you settle.

:)

This is a great idea IMO. There will always be starting techs that aren't directly related to improvements, but you can still have tendencies for civs. For instance a spi/ind would always go for the starter worker tech that would improve a resource in the bfc to the most hammers and mysticism. Depending on the civs, some would get a jump on things other than tile improvement and some would get their first two improvements already teched out. It doesn't quite correlate all the way for civ 4, but we're basically talking about civ 5 possibilities, so I really like the idea of there being an attempt to create some synergy upon settling. There are a few problems though if other things remained the same as civ 4. You pop mining on settling and don't see any gold/silver/gems/stone/marble you'd know you've got copper/iron in the bfc.
 
You pop mining on settling and don't see any gold/silver/gems/stone/marble you'd know you've got copper/iron in the bfc.
Thats why I had put Mining as one of the starter techs. It does not pop, only ag, fishing or hunting would.
 
There is an additional argument which speaks for lands for techs instead of techs for lands:
Each time I start a game I would like to start some type of a game with some type of a starting location. This could be achieved by choosing the right civ.
This would also be a measure to empower/nerf civs on some types of maps. It's obvious Vikings need a nerf on an archipelago map and they need a perky starting location on a map without water.
 
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