Code:
if utils.getHumanID() != iPlayer and iGameTurn > getTurnForYear(con.tFall[iPlayer]):
iThreshold += 5 * iStabilityLevel + 5 + max(10, (iGameTurn - getTurnForYear(con.tFall[iPlayer])) / utils.getTurns(10))
if utils.getHumanID() != iPlayer and iGameTurn > getTurnForYear(con.tFall[iPlayer]):
iThreshold += 5 * iStabilityLevel + 5 + max(10, (iGameTurn - getTurnForYear(con.tFall[iPlayer])) / utils.getTurns(10))
The commit message was maybe unclear, this only applies to the "additional" tech modifiers like tech spread, tech lead etc.
Usually these factors are multiplicative. So Paragon Vikings have a 0.7 * 1.5 = 1.05, China on Heir is 1.2 * 0.8 = 0.96.
Note that these modifiers are not displayed in the interface, the "base cost" already includes them. The additional modifiers come from multiple sources but I think they should be treated as one factor, so I made them additive.
If you receive +20% cost from tech spread but -10% for having just spawned, that's a 110% modifier over base. Multiplicative means 1.2 * 0.9 = 108%.
And exceptions to what?
Makes sense. Without Canada, America & England will be a lot harder to balance in the late game.All Latin American civs are conditional, but Canada isn't.