King Flevance
Deity
I would like to know if this works so that he can trade away techs he is given, or he can trade for techs others have been given. Or both. I have been assuming both. So this whole thread will be about if it were both.
I kill him as soon as I find him if I am not playing him since I turn off no tech brokering for a reason. If it is both, I would like to know how to remove this from his traits as I can't find it. I have only been looking in the xml under TraitInfos as it doesn't seem to be a benefit to his HQ or governers office. I don't like having to rush to find him to kill him and since I have been playing this mod alot lately - pretty exclusively actually, I figured I would rather nip this in the bud sooner than later.
If it is both I ain't sure the reasoning behind this although I wouldn't mind reading the discussion about this if there was one. Personally, I don't like this part of his traits as I feel the +20% science is pretty strong as is - since he can run at 120% science provided he knows how to run an economy and/or is in the hands of a player. And the plus 1 beaker per scientist. This is a very strong tech advantage alone and when merged with factions being more willing to trade with him makes him more of a tech whore than mansa musa. All of these provide a strong senergy together but the added synergy of breaking a "ground rule" is the lethal blow for me. No tech brokering synergizes with both the factions being more willing to trade AND the 120+% research.
I kill him as soon as I find him if I am not playing him since I turn off no tech brokering for a reason. If it is both, I would like to know how to remove this from his traits as I can't find it. I have only been looking in the xml under TraitInfos as it doesn't seem to be a benefit to his HQ or governers office. I don't like having to rush to find him to kill him and since I have been playing this mod alot lately - pretty exclusively actually, I figured I would rather nip this in the bud sooner than later.
If it is both I ain't sure the reasoning behind this although I wouldn't mind reading the discussion about this if there was one. Personally, I don't like this part of his traits as I feel the +20% science is pretty strong as is - since he can run at 120% science provided he knows how to run an economy and/or is in the hands of a player. And the plus 1 beaker per scientist. This is a very strong tech advantage alone and when merged with factions being more willing to trade with him makes him more of a tech whore than mansa musa. All of these provide a strong senergy together but the added synergy of breaking a "ground rule" is the lethal blow for me. No tech brokering synergizes with both the factions being more willing to trade AND the 120+% research.