Stop AI Civs trading tech with each other... can we do this?
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GalCiv2 Forums
Can We?
| Researching technology is a major portion of the game. Looking through all the available techs and deciding which of them is the most useful is one of the largest ways to make it feel like you own your empire. I want to have to decide whether researching Laser IV to give me an edge in combat is more important than researching xeno industry to give myself a manufacturing bonus. That's one of the most important ways I feel like I'm playing the game. If I can research either Laser IV or Xeno Industry, then trade whichever I researched to Player 2 for the other, and then trade those two techs to Players 3 and 4 for more technology still, that means that my choice in research doesn't matter, and that is a major turnoff |
| Be aware that trading tech for money isn't very profitable at a higher AI level |
if you've got a good enough diplomatic edge!
| BTW, have you guys considered, oh, reducing tech rate to very slow and see how that pans out? |
| 3. a high level of allies agreeing to joint research. |
| imo, ymmv, yadda, yadda, etc... In the real world, who the heck trades techs anyway! I'd like to see techs spread by: 1. lower research costs as more civs know a given tech. 2. espionage. 3. a high level of allies agreeing to joint research. 4. NO outright trading. |
| Hey PP, as a Diplomat you should know that it most certainly is if you've got a good enough diplomatic edge! Also get to the Galactic Bazar achievement ASAP and then you can buy / trade for almost anything. |

| in my opinion the tech trading should be managed like in civ4.First of all should be introduced for every technology the cost in research points. Secondly AI tech trade should be based on costs of technology and relations between the 2 races. I would add also modifiers based on race history and style of play (for example altarians and drath, or yor and iconians should have a negative modifier in tech trade, humans and arceans positive),( Drengin should give away less military technology, humans less diplomacy techs). |
| BTW, have you guys considered, oh, reducing tech rate to very slow and see how that pans out? |
I haven't played Civ4, but almost every factor you mentioned is already part of GC2. Different techs require a different number of beakers to research, and the AI does take this into consideration when trading. Your relations also affect what they're willing to offer in response to a trade, and the relations take into account any racial prejudices and history. I don't think it makes room for the Drengin giving away less military technology. |
| Personally, I like the "blueprints" idea, with a modification or two. 1) Start with a base research cost of a tech. 2) Reduce the cost if you have blueprints. 3) Increase the cost if you don't have the preceding tech (larger increases if you're skipping multiple techs). |
| What is the difficulty setting? Be aware that trading tech for money isn't very profitable at a higher AI level |
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