Okay...
STOP IGNORING ME!!! Seriously... give me the actual formula and what the propsed changes will do to it.
Though I never actually got to the point in v26 where gunpowder was anywhere near I did in v23... and one of my biggest issues is that sulfer was at a maximum of one source per contient... if I was lucky. I had a disturbing amount of issues with claim 2 contients and randomly the only source of sulfer I had spontaniously went and became a volcano within 5-10 turns of me accessing it. Even with save scumming this would just keep occuring. (v23 complaint)
Either I have the worste luck ever in this game or its issues with the contients maps (like how selecting 'random' number of contients always instantly picks one contient... and on a huge map that means all land with maybe 5 water tiles total. Seriously... these found memories challenge maps for other people are Tuesday to me.
In v26, this random number contients=waterless pangea map issue is still present and my complains on that ignored. Just FYI.
---
And now for me ranting about Gloobleflargs. What is a 'Gloobleflarg'? A Gloobleflarg is any key word or phrase in a discusion, arguement, political campaign, etc... which keeps coming up and is clearingly important to the discusion... yet no one ever bothers to define. It is a term so vague that everyone actually fills in their own definition and runs with it.
In this case, I'm thinking the Gloobleflargs are terms like 'Run away Civ', 'tech diffusion' (which my request for the specifics of is so far only answered with 'good question' type comments) and the like.
---
Seriously, in a game with over
500 techs... people are defining a 'Run Away Civ' as one with '2-3 tech ahead of you'... Run Away Civs are more in the 'an
era or two ahead' of the rest of the world. Granted some issues come from the AI Civ B-lining to a tech and ignoring
buildings in much cheaper techs, but some of it is lucky events.
In a game with so very many options, people keep babbling about 'tech diffusion' as a term in a void. This entire thread starts with one modder wanting to change a few things that no one seems to actually know what the specific effects of it would be.
I'm actually convinced half of these 'positive feedback loops' are a direct result of people turning off REV. Seriously... REV causes run away empires to implode and make their own worst enimies. REV has the amusing feature of emboding 'strike me down and I shall become more powerful than you can possibly imagine'. Splinter Civs having their tech base and all.
---
Also, it sounds like an event suggestion I gave long ago is relavant again. If a Civ gets X number of techs ahead... start having random events kick in as an equalizer. The ahead Civ gets to respond to the results as an event,
-'Traitors' defect and bring a tech with them. That Civ gets a related great person in one of their cities and a shiny new tech the person bought their way into power. Its better to rule in Hell than serve in heaven and all.
-'Benevolent ' people decide the rest of the Civs need 'uplifting' and start donating techs and
and such to lower ranked Civs.
-'Man on a mission' a Scientist great person is spawned into the lesser Civ, as one of the hirer teched Civs random scientists or scholars moves there.
---
In short, there are much better ways to go about this than an ill defined
welfare system.