@Phungus
Took a look at your suggested code for the distance-from-the-capital modifier. Nice job on doing a bit of creative programming yet still keeping it concise. If I'm not wrong, here is the meat of your idea:
Code:
1) Calculate your own custom distance modifier
2) If city not connected to capital multiply modifier by 2.5 and end
3) Else if civ has jet capability and at least one airport multiply modifier by 0.1 and end
4) Else if civ has Radio multiply modifier by 0.25 and end
5) Else if civ has Rail multiply modifier by 0.5 and end
6) Else if civ has Astronomy and at least one harbour, multiply modifier by 0.5 and end
7) Else if civ has Engineering and Horseback, multiply modifier by 0.7 and end
8) Else If civ has harbours, multiply modifier by 0.7 and end
9) Else if civ has the wheel multiply modifier by 1.2 else if not then 1.5 and end
The concept I think is to tie in the distance modifier not just with civics but also tech's and improvements. I'm no expert on sociology (can't even spell it) but from my perspective here is the good things about that:
1) You can plan forward technologically on how you want the distance modifier to effect (though the AI will be dumb to it).
2) There is a weak link between technology and distance loyalty that could and should possibly be considered (however technology seems to be paradoxical in effect because radio can be used to spread Elvis songs which passify or motherland propaganda that incites. Sometimes airports bring regions closer together because families can reunite, and sometimes airports can be seen as infiltration sources).
Here are the bad things:
1) There is not necessarily a strong link between technology and loyalty I don't think. It's more about what type of society you are (Jdog's civic's influence on distance), what culture you can transmit (Jdog's culture compensator's) plus generalised logistical penalties associated with distance (Jdog's equation distance equations), that don't necessarily change much with technology because of basic human nature to be specific to themselves (unless they can be rewarded or compensated).
2) It makes the game play a bit more techno-mechanical in thought.
That of course is only my opinion and excellent effort on tweaking Revolutions. The only real issue I have is that I would have preferred taking Jdog's base distance modifier calculation and then modifying that with coefficients and conditions as you have done. That way, you could get a more grass roots comparison between before and after. The way it stands now, not only is the distance modifier being factorised, it is also different to begin with. However, you might have done a lot of number crunching and worked out what the span of numbers actually is and then covered that in your own equation.
Cheers.