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Shogun Gunner

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Potomac Falls, Virginia
Oct 2000 time: 00:34
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the trick in implementing new methods of technology transfer is the game mechanics.
I like the ideas presented in the options that create increasing probablitiy with the increased amount of contact between civs, but as others point out, that is just one variable. It will work for some techs (wheel), but not for others (nuke power - or any tech that is sufficiently complicated compared to the civ attempting to obtain it). Even for the techs that it makes sense for, how would this be modeled? It seems to require a sophisticated game mechanics model of increased diplomacy and trade. Are we getting that in Civ4?
Some techs are concepts which would "spread through a region" as General Ludd suggests (Nationalism, philosophy, democracy). I don't think this is the works... 
I like the idea of having a greater possibility of gaining a tech as other neighboring civs discover it, but the lower research cost, I agree, is already a nod towards that.
It's just too hard, apparently, to model something that approximates real life, so we are left with the status quo.
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Shogun Gunner

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Potomac Falls, Virginia
Oct 2000 time: 00:34
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quote: Originally posted by Trifna
Contrarily, I don't believe it needs any complex model. A general model can do.
Just a quick example here:
1- More contacts, more "bonus" research points for techs, so easier to research.
2- Idea-based techs (democracy...) pass easily, technical techs (tank, atomic bomb...) hardly.
3- A few factors (political system in place) affect the passage.
That's it. As easy as 1-2-3. Isn't it? |
What's a contact?
Meeting a new civ for the first time would be one. An embassy would be another. A trade agreement a third... What else? Just three or four types of contacts where most cannot be repeated?
Item 2 on your list makes sense.
I don't understand 3.
So I think my question still stands. If the trade, diplomacy and science models were more complicated which we know they won't be based on Soren's PowerPoint then there would be some texture to work with.
Don't get me wrong, I think the idea is interesting, I just wonder about implementation, that's all.
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Mahdimael
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Sandy Eigo, CA, USA
May 2001 time: 05:34
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Here's my idea:
Every turn, there's a chance that you will learn a tech that someone else knows. This chance is modified by the following:
Is the other civ on the same continent as you?
Does the other civ have cities adjacent to yours?
How far is the other civ from you?
What are your relations with the other civ?
What is current game turn?
How advanced is the tech?
So, for instance, if I'm adjacent to the Romans, who are allied with me, in the year 1960AD and they discovered monarchy and I haven't, I should have a overwhelming chance to discover the tech
On the other hand, if I'm across an ocean from the Mongols who are at war with me is 1000BC, my chances should be nil.
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