I merged the recent TechDiffusion changes from AND but i reduced the effect a bit i changed TECH_DIFFUSION_KNOWN_TEAM_MODIFIER to 50 was 70 in AND and TECH_DIFFUSION_WELFARE_THRESHOLD to 75 was 90 in AND.
I also changed:
45°38'N-13°47'E;12968033 said:I'm experimenting with the new tech diffusion; it works and I personally like it. But there is a possible downside. If you're ahead in techs, you see other civs keeping up with you and that's ok. But if you're behind in techs, there's a chance you get too far behind and hence you get a huge boost; something like from +60 to +60,000. You're not really getting 60k , because once you get enough techs to be above the tech diffusion threshold, you don't get the boost anymore. But you can use this boost to get 3-4 techs in the same turn (if using multiple research) or one tech per turn for 3-4 turns (if not using multiple research). If you queue enough techs, you get them and once you are above the tech diffusion boost threshold, research returns to "normal" levels. So you can't really use this boost to overtake other civs, but I admit that someone can find it strange to boost from +60 to +60k if even for one turn. From a gameplay perspective though, it looks like it's working very good in keeping the game balanced.
If people don't like this new tech diffusion, lowering TECH_DIFFUSION_WELFARE_THRESHOLD inside \Assets\XML\TechDiffusion_GlobalDefines.xml to something below 20 should be ok and re-establish "old style" tech diffusion.
I also changed:
- MinTechsBehind to 3 (was 2 in AND, 5 in C2C)
- FullEffectTechsBehind to 6 (was 4 in AND, 8 in C2C)
- BonusTechsBehind to 8 (was 6 in AND, 12 in C2C)