I do plan expanding this mod, but I'm currently playing vanilla Space Age, so anything other than bugfixes will have to wait a bit.
From the top:
1) Well, it actually scales with evolution, pollution just happens to usually be most relevant factor. Under the hood, each tick game does "(evo_factor - previous_tick_evo_factor) * research_speed map setting" and adds that to the research progress (which is a number from 0 to 1, reaching 1 completes current tech).
However, unlike actual evo, research ommits the scaling evo has - killing a nest (at default evo settings) at 0% evo adds 0.002 to evo, while doing it at 50% adds 0.0005. For research, killing a nest adds 0.002 to research progress regardless the evo. Same with time and pollution factors.
2) Above system was the simplest to implement and does the job well enough. I do plan to overhaul this and separate these factors, so you could pick which ones you want (as well as specifying if it's emitted or absorbed pollution)
3) When building is created, mod does the following loop:
- roll for quality increase
* If succesfull, upgrade quality and try again
* If unsuccessfull, stay at current quality and end the loop
It rolls a random value within [0, 1] range and compares to upgrade chance, which looks like this:
"quality chance (10% by default) * EvoFactor * 'Nest upgrade chance multiplier' map setting (5 by default)"
So, for example, at 0.5 evo, there is 0.1 * 0.5 * 5 = 0.25 to upgrade quality. Starting at Common, this gives:
- 0.25 (25%) to get at least Uncommon
- 0.25^2 (6.25%) to get at least Rare
- 0.25^3 (1.56%) to get at least Epic, etc.
Note, baseline quality of the expansion party matters. If game uses a Rare Biter to create a worm, that worm starts at Rare, so upgrade table (evo 0.5) becomes:
- 0.25 (25%) to get at least Epic
- 0.25^2 (6.25%) to get at least Legendary
- 0.25^3 (1.56%) to get at least Legendary+, etc.
4) No dedicated console commands yet, will implement in the future. You can adjust "Research speed" and "Nest upgrade chance multiplier" map settings at runtime in the pause menu as host (Settings -> Mod Settings -> Map).