Corbeau wrote:morphles wrote:And as previosly said iprovements that boost stuf are already there.
Not regarding food and production.
I'm with morphles. Imbrovement that boost are already there. For food: granary (indirectly) and supermarket. For production, factory and power plants etc.
I don't see your point, while I see Morphles' about improvement AND abilities.
Anyway, I am strong advocate of simplification. Actual number of available improvements or units is one indicator of how complicated is the game. Freeciv DOESN'T need any new item: it may need a rewriting of how do they work, and maybe they should be LESS.
Back to the tech tree and trading techs. Are you sure you can live without tech trading (And conquering and stealing)? Let's see the PROS and CONs of free Tech trading (and conquering and stealing):
1. It allows weak players to keep the science pace by trading/stealing/conquering
2. It allows someone to specialize in "tech trader" in early and even mid game (as for me in GT01)
3. It burst diplomacy variables, expecially in early game, making diplomacy more complex
1. It makes tech level too "even" and "standard" inside and outside of alliances, so it destroys specialization (except for alliances in which ONE player is the scientist and the other are the bad guys, but this is a really boring kind of specialization, expecially for the scientist guy!) We are speaking of both specialization in branches of tech (e.g. marine/naval vs. land), and also in tech level itself (one may want to have a huge army even without the last tech gear around)
2. It greatly complicates diplomacy in early game, and it adds LOTS of random variables. This will benefit the player with LOTS of time for diplomacy and which are online 24/24. If you can contact an isolated community even just one minute before some other player, you can start a trading chain and control all the trade traffic (it happened to me in GT01). And this is just luck, believe me.
3. It makes senseless for weak players to specialize in a tech branch suitable to its role, e.g. to defend its island with the latest naval gear even without knowing much of land units.
4. It allows biggest empires to live out of weaker players tech by conquering and stealing techs.