Setting up tech transfer for 2.6 based longturn.net game
Posted: Wed Dec 09, 2020 5:46 pm
We are doing the tech trade with a unit based setup and this is because we want to limit how often the techs can be traded and also making it more difficult to give the techs away. It's mostly something that works for multiplayer games and not that much for single player.
We have a unique scholar unit that will have a fixed probability for stealing the techs. This could be 50% and it's independent from other diplomatic actions. Diplomats and spies can't steal techs. All of this works ok.
Now we would like to add a cost for both parties of the tech trade. The receiving party would get 20% penalty for the bulb balance and I think this can be done with the freecost server setting. However it looks like there is no similar setting for making it possible to add cost for the original owner, or is there such feature? It looks like the original owner could lose the tech with some probability but that might be too much and also not that good for a game with no tech holes allowed.
Another feature that would be useful for this setup would be forgiving some of the tech debt without losing techs. I thought I saw such setting but I can't find it now. The desired effect would be never losing any techs because of tech debt and also forgiving some of it every turns. Something like 20% maybe. So the question is if this behavior would be possible with ruleset settings?
We have a unique scholar unit that will have a fixed probability for stealing the techs. This could be 50% and it's independent from other diplomatic actions. Diplomats and spies can't steal techs. All of this works ok.
Now we would like to add a cost for both parties of the tech trade. The receiving party would get 20% penalty for the bulb balance and I think this can be done with the freecost server setting. However it looks like there is no similar setting for making it possible to add cost for the original owner, or is there such feature? It looks like the original owner could lose the tech with some probability but that might be too much and also not that good for a game with no tech holes allowed.
Another feature that would be useful for this setup would be forgiving some of the tech debt without losing techs. I thought I saw such setting but I can't find it now. The desired effect would be never losing any techs because of tech debt and also forgiving some of it every turns. Something like 20% maybe. So the question is if this behavior would be possible with ruleset settings?