I don't think it's fair for you "emperor" players to say that the Tech levels at King are not runaway, or specifically that Tech levels are runaway at higher levels.
I have never played higher than King and feel very strongly that they in fact are runaway at that level.
I've got to the point where I am not playing anymore. I play for a couple hours look at the tech scores sigh and sign off. King is too difficult and Prince is too easy.
Agreed that needing to grab the Great Library just to keep pace with the leading AI civs in Science is no fun at all.
...
In any case, I think by this point (extensive discussion in two 3-page threads) it's safe to say there's a consensus that VEM has a problem with runaway AI Science leaders, at least at higher difficulty levels. Washington, in particular, seems to always have an incredible population and beakers per turn in my games.
I don't mind having one or two leader Civs that I have to watch out for if not deal with directly (i.e., cripple or eliminate) each game, but when I consistently have no chance at all at nabbing the late Medieval and Renaissance World Wonders (e.g., Notre Dame and The Forbidden Palace), the game's simply less fun to play.
Over the past two weeks I have played a King and a Prince game.
King game (Elizabeth), I was 10 -15 techs behind the majority of the field.
In my Prince game (Neb) I have been at the top of the heap in Science since the very begining.
If I am playing peacefull, I feel like I can close my eyes and win at Prince, and I feel like I must perform a certain sequence of moves in order to even come close to performing well at King, but still end up chasing everyone from the begining.
I believe the catch-up mechanic you describe, however, is already in the game: see here for details.
The relevant value is TECH_COST_TOTAL_KNOWN_TEAM_MODIFIER in
...Steam\steamapps\common\sid meier's civilization v\assets\Gameplay\XML\GlobalDefines.xml , set to 30 by default. I think corresponds to a beaker discount of up to 1 1/(1 + [7/8]*30/100) = 20.8% on a standard size (8 player) map if every civ other than you has already researched a technology.
I'd be more than okay with experimenting with bumping this value up, although I doubt this alone will satisfactorily solve the AI runaway Science problem.
Keep in mind Korea and Babylon are two of the more Scienc-ey types so thus the desparity between Science levels would be less with those Civs.
Science is key to just about every VC. If you are doing well in science you are typically doing well in most of the VC's.
I'm sure there are many more but Science seems to me to be one of the biggest factors in victories. Thus turning up science gives all AI's a better chance of winning simply because they are AI's.
That's good to hear, this dialogue aside. I'm curious: did you have a hard time adjusting to AI gold-spending (and all the other changes between say, v131 and v137)? Was it tougher for a while before you improved your skills.
Science is key to just about every VC. If you are doing well in science you are typically doing well in most of the VC's.
I'm sure there are many more but Science seems to me to be one of the biggest factors in victories. Thus turning up science gives all AI's a better chance of winning simply because they are AI's.
Did you mean 150% to 200%? Alliances used to make RAs give 4.5% of combined science; now it's 6%. I want to keep this because alliances mainly help peaceful empires.RAs will Allies jumped from being 50% to 200% better than normal RAs in v131
Did you mean 150% to 200%? Alliances used to make RAs give 4.5% of combined science; now it's 6%. I want to keep this because alliances mainly help peaceful empires.