I gathered some experience with this mod on ynamp giant earth, unfortunately it's not exactly working as I hoped. The idea i'd like to apply is similar to the idea of science spread in Realism Invictus (civ 4): those areas with a lot of civs like Europe/Mediterranean area is easily ahead of other areas because of their huge science spread while other areas with less civs (like America) will be less developed, same for somehow isolate distant civs. One could argue a lot about the question why the Western World became ahead in science in real world history, but the results of such mechanics like described fit better to "real world history".
But as it works right now, civs like Tibet (with less neighbors) can easily be the most developed civ while small civs in Europe (with a lot of neighbors) fall behind in techs and research. So my idea is 1st to raise science cost a lot more and 2nd to give huge discounts on science spread to make science transfer a decisive factor in science/research and development. For this i have 2 questions:
1) in sciencespread.lua i found something which i thought to be the core of science spread mechanics:
"if playerTech:CanResearch(iTech) and Value < TechCost then
SetResearchProgressToValue( Value, iTech, playerID, true );
elseif Value < TechCost * 0.9 then
Value = Value - Round( ScienceSpreaded/2 );
SetResearchProgressToValue( Value, iTech, playerID, true );
elseif TechCost * 0.9 > playerTech:GetResearchProgress(iTech) then
Value = math.ceil( TechCost * 0.9 );
SetResearchProgressToValue( Value, iTech, playerID, true );"
Which values do I have to adjust, if I want a higher discount on science spread? What I see in front of me looks like a 10% discount. How to set values for e.g. 25% or even 50%?
2) do Science Spread Discounts accumulate, if e.g. 2 neighboring civs have the same tech already, and is there a cap for science spread discounts?