I've noticed you haven't been building fuel dumps on your refineries. If I haven't just been 'unlucky' in my scouting, you may want to consider that. The railyards increase the trade by 50%. If we want to tweak science rates throughout the game, I think we can change the number of future techs each tribe has to achieve a desired tech cost, at least approximately. I've had a tech rate of about a tech every 2 turns for a while now, which might be a bit fast. Maybe we can link the future techs to the current science rate, so very high science is offset somewhat by an extra cost (diminishing returns of research). We might want to do a weighted average, so the player doesn't switch from high to low science rate to game the system.