Tech Trading: Is my approach abusing the system?

Is this a problem with DA or with me?

Ok, first off, most people will probably hate me: I tend to play as a "Technology Broker," a Super Diplomat + Technologist. I try to get Research treaties from as many players as possible, especially minor races. I build up good techs and good allies, then trade techs for $$ with my allies. I can win a "tough" game with this sort of start. I am very happy with how much harder tech trading is in DA 1.5X... it used to be way too easy.

My concern is that the AI is not saavy on multiple trades. My usual strategy is to offer a "trade package" of my techs together, pick which techs I want from the other guy, then adjust the money slider on his side or mine until I get the most of his stuff for the least of mine. I then go through and remove techs from my side one at a time until the dialogue goes from green to red. I end up only selling him what he wants, without the techs he isn't interested in (and won't pay extra for). No problem so far.

Then, you go back for a second round of trading and do the whole thing again. Often once the AI's initial priorities are satisfied, he will "loosen up" and decide he'll pay for techs that he didn't want before. Realisitic, perhaps, but it can be abused, and it is confusing. He just indicated he didn't want that, but now he does...

You can abuse this further. Initially, the AI won't pay more for "worthless preceeding techs." Maybe you had Singularity Driver II and I, Mass Drivers III and II. You sold them Singularity Driver, nto the highest tech you had. In round two, you sell them Singularity Driver II for $550. Then, still on the same turn, sell them Mass Drivers III for $250, then Mass Drivers II for $200. You got $1000 extra, mostly for "worthless preceeding techs!" I can't prove it, but I'd swear you make more money if you trade the low-end tech first, then move up (e.g., MD II, MD III, SD I, SD II).

Possible "fix" for this abuse:
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>>>>> 1) Allow AIs to "bow out" of trading after each round. As of now, an AI can refuse to trade further, but only if you switch to another AI on the diplomacy screen. They ought to be able to "politely excuse themselves." when they have what they want.

By itself, this won't fix the problem, and neither would limit trading to one round per turn (which I strongly oppose). You can always come back next turn, or in a few turns. You expect to be wheeling and dealing over several turns.


>>>>> 2) Develop a different approach to valuing techs. Every tech would be assigned a value based on what the AI needs, if the AI has a better tech, the benefits it would get from that tech, how much money it has, (ok so far), and whether the seller has better techs to offer (new). In effect, the value of a particular row on the tech tree would be "smeared" back from the latest tech over the preceeding ones.

These values would be assigned before trading, and would not change during a turn. Ideally the value of preceeding techs would only go down over time unless circumstances changed dramatically (AI discovers tons of water worlds, AI switches from beam weapons to guns).

If done in a straightforward manner, this would mean:

a) you would get more money if you trade a tech when you get it, less when you have a follow-on tech (makes sense, cutting-edge tech demands a higher price);

b) if you stole a tech much higher than you previously had, it would be worth more than if you had developed it afresh (because you have no preceeding techs to sell along with it;

c) preceeding techs would no longer be "worthless," which they aren't anyway. Heck, SDIV gies you the Nano Ripper, which is certainly not worthless!


>>>>> 3) Don't allow going back and forth among AIs during trading... once you leave the diplomacy screen after conducting a transaction (and only after doing so), they won't see you anymore. This pervents the AI having to recalculate values (see above).


>>>>> 4) Add an "unpleasantness factor" for refusing to trade your best available tech in a series, depending on how good your relations are with the AI. Whatever bad juju you get for refusing a tech trade. The AI could say something like "I guess we'll take it, but we notice that we aren't good enough allies to warrant Singularity Driver II..."
3,705 views 6 replies
Reply #1 Top
I've have noticed that you can sometimes get better deals by breaking a big deal up or trading for preceding techs in the way you mentioned. I think that you should be limited to making only a single deal in one session with the AI. That way the AI can evaluate the whole package, rather than be manipulated by 'now that *that* deal is done, here's a new one!'.

I also agree that ideally it wouldn't automatically count prerequisite techs at zero, as some have an intrinsic value. One possibility is that whenever you get a tech from trade or spying, you automatically get all the prerequisites as well. Then an AI values each tech as the sum of all the techs to that point, and values a new tech as the difference in sum between it's current level in that field and the tech being offered.
Reply #2 Top
Aye, their trading needs work. One thing that often bothers me is that they get all uppity about taking "worthless preceding techs" when those techs often have valuable spinoffs or ability boosts. The best example is invasion techs... give them Shock Troops, and they'll consider the Advanced Troop Module to be worthless! For that matter, they'll refuse to value the earlier invasion techs like space marines and planetary bombardment despite the substantial soldiering bonus each gives.
Reply #3 Top
There are way too many techs, it would be impossible to make an AI that knows what each technology does, and their value.
Reply #4 Top

There are way too many techs, it would be impossible to make an AI that knows what each technology does, and their value.


I'm not sure to what extent the AI 'understands' the gameplay effects of technologies, but adding an 'intrisic value' field to the technologies XML file could do a rough job of assigning value to technologies that don't go completely obsolete.
Reply #5 Top
That's a good idea; the AI should be able to tell which technologies are worthless with following ones and which ones aren't. For instance, you won't need Laser II for anything if you have Laser IV, but all of the Planetary Invasion-based technologies are useful for soldiering bonuses and invasion tactics (except Advanced Troop Mod, which doesn't have an invasion tactic but is very useful).
Reply #6 Top
There are way too many techs, it would be impossible to make an AI that knows what each technology does, and their value.


It doesn't need to be hardcoded. It has access to the same information the human has, and should be able to tell if there is a +10 soldiering bonus available with the tech...