Tech Trading

Howard Mahler

Since Civ 1
Joined
Dec 7, 2003
Messages
619
There is already an option to play without tech trading, for those who prefer that.

Otherwise one has to get Academia.
Which means no tech trading until about 40% of the way through the game.

I think this is way too long.

I hope some way can be found to allow limited tech trading earlier, perhaps with Writing.
For example, at Writing, perhaps you can only trade techs with Friendly civs.
For example, at Writing, trading a tech results in anarchy for a few turns.

Perhaps others can come up with other ideas,
 
There is already an option to play without tech trading, for those who prefer that.

Otherwise one has to get Academia.
Which means no tech trading until about 40% of the way through the game.

I think this is way too long.

I hope some way can be found to allow limited tech trading earlier, perhaps with Writing.
For example, at Writing, perhaps you can only trade techs with Friendly civs.
For example, at Writing, trading a tech results in anarchy for a few turns.

Perhaps others can come up with other ideas,
I personally don't really like the idea of tech trading, but I dislike disabling tech trading even more because of there is no way to catch up if you are significantly behind on tech. In my opinion, Academia is placed in a good spot on the tech tree because it allows you to catch up, but also doesn't allow for flipping techs (buying them from an AI, and then selling it to everyone else to make a profit, and a free tech). Of course after academia has been around for awhile tech flipping becomes a problem again. in my single player games I can keep myself from tech flipping, but in multiplayer games, there is nothing stopping someone from doing this to get ahead. Even worse in multiplayer games is when people intentionally swap tech between each other (essentially doubling their tech per turn).

How I would suggest to change tech trading is to run it through trade routes. If you have a trade route with a civ, you gain some tech points on techs they already have. For example, if you have a trade route with Russia that produces 10 commerce/turn, and Russia has Radio and Flight (which you do not have), then that trade route will generate 10 tech point (times a multiplier per tech based on how long they have had it researched) toward Radio and Flight. This way Russia can stop you from getting its tech by adopting a civic that reduces trade routes (or close its borders to you), but the reduction in trade route yield will in turn hurt its ability to generate tech points towards its own future research. This way of tech trading could allow the current tech trading mechanic to be completely replaced because civs that give tech through trade will get paid through the commerce of the trade route (perhaps civs with superior tech level would have more favorable trade route yield (through a multiplier that maxes out at future tech) so other civs will be more likely to trade with that civ).

While I'm on tech I also think that there should be an internet network national wonder (similar to telephone network) that generates trade routes in all cities (to signify the economic growth associated with the internet). If this were to be implemented "The Internet" world wonder should probably be replaced (to avoid confusion), with something like "GPS network" world wonder that grants all tech by researched by any 2 civs
 
How I would suggest to change tech trading is to run it through trade routes.

While I'm on tech I also think that there should be an internet network national wonder (similar to telephone network) that generates trade routes in all cities (to signify the economic growth associated with the internet). If this were to be implemented "The Internet" world wonder should probably be replaced (to avoid confusion), with something like "GPS network" world wonder that grants all tech by researched by any 2 civs

The system look like something similar from Master of Orion. The idea is good. Current Research trade is so unfair.
I often meting in Single play someone who boost the research to extreme and catching its is impossible. Massive donation of tech to lover players can lead to curious situations.


The national wonder can call itself Super Computer (Like: boosting Research trade routes? Or Additional 5%*(civ that have it) to the research that already is know it? Additionally leaking/generating 5% based generated research to/in opposite empires? (To the lowest tech that they dint have.)

(Number of civ that know the tech - 1)* standard discount +[ research trade routs+ [if ( leek * ( value counted from empires % Spies points modifier ) )> 0] ]per empire
????
)
 
I personally don't really like the idea of tech trading, but I dislike disabling tech trading even more because of there is no way to catch up if you are significantly behind on tech. In my opinion, Academia is placed in a good spot on the tech tree because it allows you to catch up, but also doesn't allow for flipping techs (buying them from an AI, and then selling it to everyone else to make a profit, and a free tech). Of course after academia has been around for awhile tech flipping becomes a problem again. in my single player games I can keep myself from tech flipping, but in multiplayer games, there is nothing stopping someone from doing this to get ahead. Even worse in multiplayer games is when people intentionally swap tech between each other (essentially doubling their tech per turn).

How I would suggest to change tech trading is to run it through trade routes. If you have a trade route with a civ, you gain some tech points on techs they already have. For example, if you have a trade route with Russia that produces 10 commerce/turn, and Russia has Radio and Flight (which you do not have), then that trade route will generate 10 tech point (times a multiplier per tech based on how long they have had it researched) toward Radio and Flight. This way Russia can stop you from getting its tech by adopting a civic that reduces trade routes (or close its borders to you), but the reduction in trade route yield will in turn hurt its ability to generate tech points towards its own future research. This way of tech trading could allow the current tech trading mechanic to be completely replaced because civs that give tech through trade will get paid through the commerce of the trade route (perhaps civs with superior tech level would have more favorable trade route yield (through a multiplier that maxes out at future tech) so other civs will be more likely to trade with that civ).

While I'm on tech I also think that there should be an internet network national wonder (similar to telephone network) that generates trade routes in all cities (to signify the economic growth associated with the internet). If this were to be implemented "The Internet" world wonder should probably be replaced (to avoid confusion), with something like "GPS network" world wonder that grants all tech by researched by any 2 civs

One can choose no tech brokering at the start of play, if one prefers.

I think you already get an implicit tech boost via the extra commerce from foreign trade routes.
 
One can choose no tech brokering at the start of play, if one prefers.

I think you already get an implicit tech boost via the extra commerce from foreign trade routes.
Tech brokering would probably help somewhat by slowing the rate at which advanced civs acquire tech, but it also doesn't allow civs that are several eras behind in a tech a way to catch up. That was the rationale behind why I proposed using the trade routes to progress tech.

You will get an implicit tech boost via foreign trade routes, but more tech results in more trade routes per city. This means the civs ahead in tech will gain more addition outgoing trade routes than the number of foreign (incoming) routes gained by civs behind on tech gain; because the addition outgoing trade routes will be split between domestic trade, civs on par with tech, and civs behind on tech. In short, the more tech you have, the faster you can acquire more tech. I don't think that a bad thing, but I think it can cause the levels of tech to split the civs on the map into two groups of tech level.

Although I still think Academia is a good place for tech trading, I have one more idea I'll throw out there:

Once you advance to a new era, you can trade all the tech of the prior eras. Once you discover Telecommunications, you can trade all tech, so that the Digital (last) era will not be left out.
 
Hmm, i was thinking a got something like only one research trade route. Like (capital or for city whit Academy (small wonder) or both) research route that connect empires.

What i mean is something that will count from "total value of research points" (TVoRP) from all tech you have.
If you tvorp lover that the other empire tvorp connected via trade route. And you dint own the tech that opponent have. then there is RP import from difference of that values /100 and forengin culture import. On the other hand the opposite have money and spy point import.
If the empire is connected to manny others it can receive a significant boost. So the vassal can have more from that like it will have only /50 or /25. (or if he produce ennought spy point)
The trade route itself cost money and dissent.

Is this idea interested or no?
 
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