Corbeau wrote:So, in order to make "no tech trade" have more impact on the game, why not disable - or make harder - stealing or conquering.
Well, that has been lenghtily addressed on the post of your "pack alliance" poll. But just a little brief: It isn't possible to prevent players from taking techs by stealing or conquering. "Base chance for diplomats and spies to succeed" (diplchance) can't be less than 40. And even if it could be, it wouldn't be desirable. About conquering, there is a setting called conquercost, but it only makes you lose a percentage of bulbs or I don't know what.
The only good way to limit the tech trading is to use the setting techlost so that once a player gets a tech from another player, he has got a chance to lose it immediately.
Well, it depends what kind of complication. Suppose you simply want to pass on a town to your alliance mate. Simply, some territorial consolidation. (Let's ignore the abuses for a moment.) You need to:
- break the alliance
- declare war
- however, declaring war creates problems for your alliances with other people who are in alliance with both you and your alliance mate
- take over the town (which, BTW, loses 1 population and, possibly, some buildings)
- make cease-fire an then alliance, patch up all the diplomatic mess that was created around you.
And all of that simply because you wanted to streighten out your borders. (Again, let's ignore the abuses which dwell on, I will.)
That's the point, to make things harder for the alliances, above all if they are big. But I see something negative on return: those players who can stay more time online, can beat those complications better than those who can't.