Are you actually able to modify anything as it is though? The actual separatism mechanics are python as far as I know, so that goes well beyond the pale of just tweaking XML values (which is the only thing I know how to do).
Speaking of that, does anyone know what the "extra welfare help" reference was about in my spoilered post on the last page in TechDiffision_GlobalDefines.xml? By default it has a value of 88, but I'm not sure if this is a vanilla thing or part of RI's tech diffusion. I don't think it's the tech transfer rate itself, because that appears to be valued underneath, but it doesn't look like a regular BtS mechanic since that file doesn't exist in the regular game's directory as far as I know. I also tried modifying the tech transfer rate itself in that file but it appears not to have worked, as I still got the default "+40%, then 60%, 80%, etc." after changing the value.
I've been tinkering with TechDiffusion_GlobalDefines and I dug up a little bit from this old thread. https://forums.civfanatics.com/threads/on-tech-diffusion.516923/. Pretty much from what I've gathered, it's actually defaulted to off in Realism Invictus and is a completely separate thing from its built in border tech transfer system. I figure that the RI team tinkered with this at first a little, but turned it off at some point or another and its now just a dormant feature. If you want to turn it on, the top line should be set to 1 as seen here:
<DefineName>TECH_DIFFUSION_ENABLE</DefineName>
<iDefineIntVal>1</iDefineIntVal>
Recently, I've turned it on myself and have been messing with the parameters to try and find a balance I like. I find that it seems to work well in keeping crappy CIV's from falling too far behind. If you skim through the thread I linked, it highlights some of the inner workings of it. Although I wasn't able to get a rigorous grasp of how it worked, here is what I have gathered so far:
The mod works by implementing two things. The first is similar to RI's where tech is boosted when other known civs already have the tech (however, this is w/o respect to open borders). The second feature they call 'diffusion welfare' which is the more powerful feature and the feature you probably want IMO. it's where when a civ gets behind in tech score by a certain amount, then they get bonus beakers per turn to catch up. I will elaborate on the parameters below, though keep in mind while I think what I am saying is true, it may not be 100% true as I have only gathered all this from testing it on my own and reading the forum post I linked. For simplicity I will refer to 'you' as the one behind in tech, but in reality this mod component applies to all AIs and players.
-TECH_DIFFUSION_ENABLE is what you would expect: turning the component on or off (default off)
-TECH_DIFFUSION_KNOWN_TEAM_MODIFIER makes it so that CIVs get a bonus to a particular tech if other they have met other civs that already know the tech, in my testing, it seems to not care about open borders, only contact
-TECH_DIFFUSION_WELFARE_THRESHOLD is the the aforementioned threshold where welfare kicks in. *I'm almost certain* that its the raw percentage of your tech (score) compared to the highest one in the game that you know, IE: this threshold is your tech percentage compared to the most technologically advanced civ you met. So if its at 90, then if you're at or below 90% of the tech score of the most technologically advanced civ you met, then the modifier kicks in. But the threshold transition is abrupt, as in, if you're even at 91%, then you get no welfare bonus.
-TECH_DIFFUSION_WELFARE_MODIFIER is the actual modifier that determines how strong it is. I haven't been able to find exactly how much this alters things by, though in the thread I linked it seems the developers have posted a bit of the algorithm involved. But I'm not sure if that's the algorithm being used in the script today, as the thread was a playtesting thread and from a long while ago. Nevertheless I will suggest a range of values below.
The last three I don't touch mainly because it seems to be inconsequential to what I am trying to change. As far as what values to use in practice, before I go over what values I've been trying out, I wanted to first explain to you the overall philosophy that underlies the changes I made. I play on huge maps (though I modified the huge maps so that research was slower, to offset immortal difficulty games from progressing too fast, the parameter is: <iResearchPercent>105</iResearchPercent>. I changed it from 80 -> 105, this is in CIV4WorldInfo), starting 15 civs (though it almost always balloons to 26 ish civs by the medieval era), totestra map script with 'some' continents and a custom difficulty on the level of immortal ish. My two main goals with tech is to A) keep it so that weak civs never fall too behind in the late renaissance/industrial era; I don't mind them falling behind before meeting everyone, as I figure it simulates the sort of tech gap when the Europeans IRL started to colonize new continents in the Americas and Africa, but I definitely want them to catch up fast by the time they meet everyone and when the world is in industrial era. My second main goal is to B) stop any one lone civ from pulsing too far ahead; admittedly, this tech diffusion system doesn't really handle that and it only handles (A), so I need another way to handle (B). However, one has to be a little careful because going too far the other way will make it so that investing in tech is useless as one could exploit these features. I personally am trying to strike a balance where heavily investing in tech will make it so that one is able to enjoy the benefits of reaching certain techs earlier (such as doctrines, wonders, etc) but keeping it so that everyone is relatively close to each other when it comes to war so that even smaller civs can put up a reasonable fight. In essence, original research should be hard, but researching things already known throughout the world should be relatively easy. Anyway, here are the settings I've been toying with:
-TECH_DIFFUSION_ENABLE = 1 (duh)
-TECH_DIFFUSION_KNOWN_TEAM_MODIFIER = 0, I did this because I also keep tech transfer on, so having both effects is too much.
Strictly speaking, TECH_DIFFUSION_KNOWN_TEAM_MODIFIER kicks in even when open borders is not signed, but I turned this off instead of RI's built in tech transfer because I figure that retaining the RI system will retain the importance of choice of open borders. Also, while the tech welfare system in general will keep anyone from being obsolete and give everyone the "goodies" in a reasonable timeframe, the RI tech transfer system will make it so that having good relations with tech superior civs rewards you by giving you a boost so that you can enjoy those techs just a little bit earlier than everyone else. Perhaps a way to justify this as more than a balancing mechanic would be to think that only the closest of allies to a technologically advanced civ will learn about the particular tech the fastest, and only after more time when that tech is more widespread do other peoples have more exposure to it and get to develop it on their own quickly. As an example, I think towards WW2 where Britain in the Tizard mission was able to gift the US key technological innovations such as an advanced radio. Of course, other nations caught on soon enough and probably didn't need to develop the thing from complete scratch - but it was the closest allies to Britain that was able to get it first (I know that technically, in game terms, this would be an example of tech trading rather than tech transfer, but you get the idea).
-TECH_DIFFUSION_WELFARE_THRESHOLD = 90, I essentially see this setting as "what tech percentage are you comfortable with the majority of the civs hanging around at", because I find in practice, usually it will be me and maybe 4 other civs at the frontier of tech, with everyone else behind by varying degrees. I set this percentage to be this because I want even small AIs to put up a fight, while still maintaining the inherent advantage that one gets from investing in technology.
-TECH_DIFFUSION_WELFARE_MODIFIER = 1500, I know at first this seems like a large number, but from my (limited) testing, it seems to strike a good balance. If you do decide to tinker around with these settings, I figure that this is the setting you will be tweaking the most. Remember, only civs behind the threshold will even get this boost at all, so it will never boost AIs too much (or you, for that matter) to the point where they can exploit it to get ahead with otherwise weaker tech.
Some final notes:
-Though I don't know the values and how much things affect things, I know that the welfare boost is not a simple yes or no calculation depending on threshold. It's a scaling boost where the further behind in tech you are, the more of a boost you get, and the more others know a certain tech, the more boost you get. IE: two civs that get the welfare tech boost from being under the threshold do not get the same boost. The one that has a lower tech score will get a larger boost than one that has a higher tech score. Moreover, if multiple civs are ahead of you - provided youre under the welfare threshold - you will get a larger boost compared to if only one civ had a dominant tech lead.
-RI tech transfer system has it so that the tech bar turns blue when RI's tech transfer is on so that you know you have the boost. Tech diffusion does not have this graphical feature and is just there. It also doesn't affect the amount of beakers you produce, it just somehow makes the turns to complete research shorter.
Last edited:

....) - I'm able to seek, find
and even try what's obvious - sometimes also what's not so obvious - in the XML. As for the Python - I have only had success with 2 changes of my own: The CvEventManager.py (changed the TechInfo.setAheadOfTime section (for singleplayers only)) and a little in the Revolutions.py (the self.i_______ and self.civics values in the top of the file). Else: No programming from my side
.
Do you guys have the same issue though or am I overlooking some interface option which I could activate? The issue being not being able to see the first unit in a large stack, because it's hidden underneath the interface (the tech/culture/spy sliders and everything that is in the top left corner).
anyways? The stack is still able to move one square every turn, no? At least that's how it seemed in my game.
" could write a book about this issue
- and when finished, it would still be incomplete