Quagga
Former Dictator
^^ When in doubt, leave as is.
Well, there's a difference in my mind between "couldn't care less", and "care passionately".
No, but there's no other realistic way to gather opinions on a subject. I mean, I'd love to send a flyer to everyone, but I don't think that'd work.
Right now, I'm still unsure as to what I'd like to do. My personal feeling is that the documentation should be correct, and therefore the game should be changed. But it's a semi-major change for certain game play styles, so I wouldn't like to force it on people who are drastically opposed to it.
Bh
What sort of details would you propose?
Bh
Well, there's a difference in my mind between "couldn't care less", and "care passionately".
No, but there's no other realistic way to gather opinions on a subject. I mean, I'd love to send a flyer to everyone, but I don't think that'd work.
Right now, I'm still unsure as to what I'd like to do. My personal feeling is that the documentation should be correct, and therefore the game should be changed. But it's a semi-major change for certain game play styles, so I wouldn't like to force it on people who are drastically opposed to it.
what sort of "should be correct" do you mean?
But theres also an advantage to having it first, like getting first crack at wonders or building the first advanced units. Also, since you have to target your spying at specific players you have to know who is getting the tech you want to steal. You don't really rack up enough points to steal tech spreading it too broadly.- If stolen techs are tradable, and stealing a tech is *cheaper* than researching it, then I fear the game might devolve into a contest of "who's stupid enough to research a tech himself so that the others can steal it", and I wouldn't like that. Research is an important mechanic that drives the whole game, and discouraging people from pursuing it won't improve gameplay imho.
Because if you're going for a spy economy you get other benefits besides tech, like seeing all the other players cities, and you don't know in advance what you'll be able to use the EPs for.- If stolen techs are tradable, and stealing techs is *more expensive* than researching them, then the feature itself wouldn't make much sense. Who would take the more expensive route (espionage) when the cheaper route (research) yields the same result?
Well, this advantage of having a tech first is exactly what I'd like to preserve. This advantage is already diminished by the introduction of a game mechanic for tech stealing. It's reduced into non-existence when the player who stole the tech can then trade it around freely. This puts the research oriented player at the mercy of the spy player regarding the question whether he can actually have an advantage from his research. And this again makes it very risky to actually invest into research instead of just stealing the techs. And my fear is that this in turn leads to games in which players don't research much by themselves anymore, but instead just keep waiting until someone is stupid enough to research something by himself, which then gets exploited by the rest of the players.But theres also an advantage to having it first, like getting first crack at wonders or building the first advanced units. Also, since you have to target your spying at specific players you have to know who is getting the tech you want to steal. You don't really rack up enough points to steal tech spreading it too broadly.
I'd actuall very much want to preserve the possibility to run a successful spy economy. I think that the idea itself (focus a whole economy on espionage) is brilliant, and I like Civ4 especially for the fact that it allows so many totally different strategies.Having a spy economy can be a way to run an alternate style of gameplay. Why nerf it just because you don't use it?
And again, I can only agree more and more with the arguments for yes - it should be traded. Way more solid, specially in a game-balance point of view.
So that's my viewpoint, hopefully fleshed out enough so people have an idea what sort of change I'd be making (basically a "if tech A is stolen, tech A cannot be traded with NTB enabled").
Huts certainly aren't research - they're gifts (an AI can come to you to offer a tech, although usually only if you're really backwards), not something you've worked for yourself.
Well, this advantage of having a tech first is exactly what I'd like to preserve. This advantage is already diminished by the introduction of a game mechanic for tech stealing. It's reduced into non-existence when the player who stole the tech can then trade it around freely. This puts the research oriented player at the mercy of the spy player regarding the question whether he can actually have an advantage from his research.