Luv u long time if you do tell.
Also does the tech "diffusion" rate change with the game speed?
No, but it doesn't need to. It's based off your civilization's research rate, which IS scaled for gamespeed.
As for the formula, honestly, I'm not a mathematician, I wouldn't know how to write it in numbers. I'd just look at TechDiffusion.lua, the variables are fairly well defined.
Okay then, a non-mathematician question.
There is a variable/function -> iFreeBeakers
-How does that variable/function work?
-Is iFreeBreakers the amount of free science a civ gets EACH turn (for as long as the civ is behind)?
-Or does it reduce the cost of techs (essentially applied ONCE, for each tech, as long as the civ is behind)?
Anything else you know about how iFreeBeakers works would be much appreciated.
is there any way of scaling on individual techs the rate? something along the line it's just about impossible to hide the concept of currency (or horseback riding, or ...) but the details of iron working might be a bit slower to spread.
I was also wondering about this. I too use Active City Defense and have been looking between the two InGame.xml files and can't find a difference between them, or figure out what I'm supposed to merge.Tech Diffusion
[...]manually merging InGame.xml[...]
This may be a very stupid question, but how does one go about doing that?
I'm using Active City Defense (Oh yea!), and I'd love to give this mod a try.
How do I merge that file, and with what? O_o
Afforess maybe you should add this merged file to both mods and this should resolve incompatibility issue for all users This isn't generates any errors if only one mod will be enabled.Look at Line 55
55 <!-- Added by Afforess -->
56 <LuaContext FileName="BuildingEffects" ID="BuildingEffects" Hidden="True" />
57 <LuaContext FileName="TechDiffusion" ID="TechDiffusion" Hidden="True" />
58 <!-- End add -->
This is what your modded InGame.xml should look like, for both ACD(line 56) and TechDiffusion(line 57)
I think this mod really needs distance as a factor. Maybe as a lessening factor as time goes on?
This will allow situations like eurasia and the americas huge tech gap by the 1400s. Maybe distance between capitals? Or even simpler.. Maybe just if you are in contact with that civilization or not??
Also, maybe if you capture an advanced civilization's city you gain a large number of beakers towards one of their techs that you don't have.
That's not tech diffusion, it's technology from conquest. Still a good idea, Probably will be in the next version.
distance is not much of an issue in modern times. The world is a tiny place now as far as ideas go, but in 3000bc, the world was enormous and ideas did not travel like they do now. That's why I said in my post distance should be a diminishing factor as time goes on.
But definitely you should not allow techs to travel between civs who have not met eachother.