tech trading in 4x games has been always one of the biggest exploits! i (and most of the forum community it seems) disagree respectfully...meaning we are AGAINST tech trading
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Yeah it's quite boring, I remember playing endless space and every 2 secs in the mid/late game you get a trade offer and after some trades you don't care anymore what you get.I personally do not like Tech trade, give me a game where not everybody has the same technology.
It would be fun if having a trading agreement with a race weighed the tech deck of the two empires so that they are more likely to draw the same options. To kinda simulate the fact that the scientists are working together closely. But that's probably one of those things that's harder to implement then it seems at first.
Research agreement. You get a research bonus for certain techs they already havewait what? They have traded in the blorg videos!
Because it would be such a change to the game that balancing it would require a huge amount of work and result in a fundamental change to how the game works.
Consider that tech-trading tends to be hugely problematic in most (all, really) games that permit it, causing massive balance issues. And that's in games that have tech-trading in mind from day one. Stellaris is designed with the assumption that tech-trading isn't available, resulting in a very different tech system. The random nature of tech options, for example, is rendered pretty pointless if you can just buy missing techs from a friendly neighbour. Consider: imagine you have a choice of three good techs, but you aren't sure which one to get - so you check to see which ones your allies have and are willing to sell cheaply and then research the other one.
As mentioned, you can plunder tech. Also, there is actually a form of tech-trading in the game - you can make research agreements with your neighbours, giving you a research boost. It just doesn't allow you to cherry pick those techs that you want, allowing you to build a super-tech empire that crushes all resistance.
Because not everything can be attached to a switch.I get your point and am fine with it. But again: why not optional? If you dont like/want it, dont use it.
BTW: its not realistic: why would a winner of a war not plunder technology?
Oh I thought it was tech tradeResearch agreement. You get a research bonus for certain techs they already have
For the same reason a "first person shooter mode" isnt optional.
Because not everything can be attached to a switch.
I feel like I've said this 5-6 times in this forum in the last month. Any feature requires dev time, you literally cannot just throw a switch saying 'Now you can trade techs!', there are no systems for it in the game, they'd have to develop the ability to be given techs, they'd need to also develop a UI for it, give each techs individual weights for the AI, a ton of work would need to go into allowing AI's to appropriately balance tech (your FTL tech for example is something that would be incredibly highly valued and shouldn't be traded except in dire circumstances).
There is no so such thing as 'just make it optional'. It is always work to add features.
So, there will be no tech trade (one of the devs said so in a video, look it up in the sticky video thread) b/c he does not like it b/c this way all factions may get all techs.
I respectfully disagree, ie I am FOR tech trade in all its forms:
- simple exchange / donations (between ferderation/alliance partners)
- espionage / theft
- real trade
- plundering/war gains (the winner of a war)
SO, can/could it be modded in?
Here is an exploit, trade the valuable tech for everything you own with one civ, and then fleece every other civ in the game for that same tech and then do the same to the first civ so thwy dont have an advantage over you. Im sure we have all played that strategy before.
This is in the game? I like.They do something far more clever - if you have a research agreement there is. Chance that their available research cards may get shuffled into your deck. Direct trading can be problematic to balance.