Foreword:
Most players would agree that the rapid free technology "beelines" possible in vanilla Civ 5 via Great Scientists and to a lesser extent certain technologies and wonders are overpowered. This mod attempts to reduce this problem without unduly punishing the player or requiring substantial interface changes.
Description:
Restricts free tech picks to techs with a median or lower unresearched cost when compared to the costs of all currently researchable techs. Those above the median are deemed "HARD", labeled as such in the interface, and can only be researched over time through science. Partial research of hard techs can bring their cost down below the median and make them eligible for free tech. If an even number of techs is researchable, the median used is the average of the two costs in the middle. Affects all free tech sources that leave the player a choice: Great Scientists, Wonders, and Policies. Does not affect the randomly chosen free tech given by ancient ruins. Doesn't affect research agreements in any way. Includes merge of TechTree.lua file from Unofficial Patch III (v 27). Does not affect saves. Supports tech tree research queueing. Has text localization.
Example:
You have 3 techs you are currently able to research. They require 1500, 2000, and 3000 science points. The median cost is 2000. Normally you could "free tech" the 3000 point one, gaining a substantial science advantage. With this mod enabled, that tech will show up labeled as "HARD", and you will not be able to choose it. You can however spend several turns researching that hard tech normally. Once its cost drops to 2000 or less, it will no longer be considered hard, and you can "free tech" it. Note that partial research progress into any available techs does not change the median cost, the full cost is always used!
Additional Details, Feedback & Discussion @:
http://forums.civfanatics.com/showthread.php?t=397918
Most players would agree that the rapid free technology "beelines" possible in vanilla Civ 5 via Great Scientists and to a lesser extent certain technologies and wonders are overpowered. This mod attempts to reduce this problem without unduly punishing the player or requiring substantial interface changes.
Description:
Restricts free tech picks to techs with a median or lower unresearched cost when compared to the costs of all currently researchable techs. Those above the median are deemed "HARD", labeled as such in the interface, and can only be researched over time through science. Partial research of hard techs can bring their cost down below the median and make them eligible for free tech. If an even number of techs is researchable, the median used is the average of the two costs in the middle. Affects all free tech sources that leave the player a choice: Great Scientists, Wonders, and Policies. Does not affect the randomly chosen free tech given by ancient ruins. Doesn't affect research agreements in any way. Includes merge of TechTree.lua file from Unofficial Patch III (v 27). Does not affect saves. Supports tech tree research queueing. Has text localization.
Example:
You have 3 techs you are currently able to research. They require 1500, 2000, and 3000 science points. The median cost is 2000. Normally you could "free tech" the 3000 point one, gaining a substantial science advantage. With this mod enabled, that tech will show up labeled as "HARD", and you will not be able to choose it. You can however spend several turns researching that hard tech normally. Once its cost drops to 2000 or less, it will no longer be considered hard, and you can "free tech" it. Note that partial research progress into any available techs does not change the median cost, the full cost is always used!
Additional Details, Feedback & Discussion @:
http://forums.civfanatics.com/showthread.php?t=397918