I really didn't quite understand before this what you were trying to do with these changes.
Before today I understood that you (as you people) wanted to ban trading techs because you thought trading techs was evil just because trading techs is evil. Now I'm no longer sure about that.
Are you (ayp:) actually trying to reduce the alliance size by making tech transferring techs very hard to do? Assuming that is the intention, let's speculate a bit with some issues we had in LT30. I now assume that this was an actual problem in LT30. Here are a few cases what happened there.
With the LT30 rules you can:
1) Tech trading inside alliances.
a) Makes it possible to prevent stealing by not giving some techs for the border states.
b) Makes it possible to specialize developing techs. This is the researcher/banker/war maker scenario Monamipierrot was talking about earlier.
c) There is actually no limit for the alliance size if some people are not looking for winning the game.
2) Tech trading between alliances.
a) Really easy because you can choose what techs to give
b) The cost of the trade is for the players to decide. You can give the tech now and receive another tech for payment even turns later.
3) Giving out techs for tiny alliances or independent players.
a) In exchange for some gold or something else. This makes techs just another merchandise.
b) For free just to prevent some countries falling. In the end of the LT30 this option was widely used just to prevent advanced countries destroying the small ones.
c) Giving techs almost without planning.
The rules for LT31 will probably keep the 1. section as it was in LT30. The players will probably do this with hub cities with walls. That's how you don't lose population when the city is captured. The problem with this one is that it requires the hub city and someone can't ally the others in the game. With islands this is probably not such a problem.
The 2. section is probably going to suffer because it's not so easy to give just one selected tech via conquering. However this can still be done if it's planned well enough.
The 3. section is going to suffer because getting the hub city can be tricky. The solution for this one is probably giving the techs via trading because the receiver is probably never going to invent anything anyway. That's why the penalty for the receiver may not be a problem for the trades.
I have no idea how easy this is going to be in reality. This is all just theory.
But because Akfaew has this great rule about the right to complain (not complaining really but anyway..
only if you have an another solution for the problem, here is one suggestion for LT32.
- chance to lose tech when giving 20%
- chance to lose tech when receiving 0%
- penalty when getting tech from trade 20%
- penalty when getting free tech 20%
- penalty when getting tech from conquer 20%
This would make trading with techs possible but it would cost something for the seller and the buyer. Not too much but enough to prevent techs from becoming completely free for everyone. This would also make it possible to negotiate trade deals while making the deals something you really have to think about. Lots of people really like trading and making deals. Taking this away from the game will make it considerably less fun for those players.
Making those deals really is one great aspect to the game. I really think preventing this makes the game less fun while the problem stays as techs can still be given out if you are willing to the work.