SAT it is, Sareln! We can have a chair theme... or, you know, something better.
You could try to reduce the power of trading blocks, i suppose. Set up a rule where you can only trade 1 tech of the era you are in. As you advance eras, you can trade one more tech of the previous era.
That way, someone who is way behind can get some help, but you can't get a huge block that just trades with each other.
Another option would be to say that you can only make 1 tech trade with each team and it must be 1 tech on one side and an ~ equivalent or less beaker count on the other side.
or just ban it.
That said, open tech trading will lead to tech blocks. I don't have a huge amount of experience in MP, but I don't know that I've read an MP game with trading on that DIDN'T have block develop.
I'd also like to have a "no war for 15 turns" rule. If you want to survive, your best bet is to keep your starting warrior close, but if you want to do well, your best bet is to explore. Thus, the team that gets the best start is always the team that explores and doesn't get someone else finding them.
on quick, 15 turns should give enough time to build a worker and a second warrior. If you want to go worker/worker, that's your choice, but it's dangerous...
Corps are ok - probably doesn't matter all that much.
You could try to reduce the power of trading blocks, i suppose. Set up a rule where you can only trade 1 tech of the era you are in. As you advance eras, you can trade one more tech of the previous era.
That way, someone who is way behind can get some help, but you can't get a huge block that just trades with each other.
Another option would be to say that you can only make 1 tech trade with each team and it must be 1 tech on one side and an ~ equivalent or less beaker count on the other side.
or just ban it.
That said, open tech trading will lead to tech blocks. I don't have a huge amount of experience in MP, but I don't know that I've read an MP game with trading on that DIDN'T have block develop.
I'd also like to have a "no war for 15 turns" rule. If you want to survive, your best bet is to keep your starting warrior close, but if you want to do well, your best bet is to explore. Thus, the team that gets the best start is always the team that explores and doesn't get someone else finding them.
on quick, 15 turns should give enough time to build a worker and a second warrior. If you want to go worker/worker, that's your choice, but it's dangerous...
Corps are ok - probably doesn't matter all that much.

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