I suggest to make resource detection techs a whole era before the resource utilization techs (IE a lot less expensive).
I agree that resource reveals need to be 1-2 techs before they're used, but an entire era seems too much, and likely to be realistically illogical.
Basically the whole game is set up poorly so changing the tech tree without changing everything else is not a sound proposition.
I tend to agree; you can't change techs without changing units, you can't have techs change yields without reconsidering tile yields, you can't change techs without considering buildings, which means you need to think about specialist slots, and so forth.
I'd start by resetting all land and resource values to be the same as in civ4 (including changing un-irrigated farms to produce 0 more food or cancel the ability to build them until certain techs), then changing all city growth formulas and unit/building costs to balance with this (you'll have to slow down city growth because there will be a lot more food from irrigated farms and resources)
I would disagree with this. There's nothing particularly magical about the Civ4 values, and there are some good reasons for some of the Civ5 changes.
In particular, the Civ4 AI can't chain irrigation nearly as effectively as a human player can. A human player can build a big line of irrigation across a wide area so that a city can have farms even if its not near fresh water, but an AI can't do that.
Besides which, realism: most agriculture is rainfed and always has been, its unrealistic to pretend that cities can't exist without irrigated agriculture.
I agree that its worth considering changing tile yields (at the moment, hammers are too valuable relative to other yields), but this needs to be done very, very carefully, as this drives a huge amount of the game.
But it really bugs me that for example farms can go up by yields of 2 (to 4 on a grassland) but mines only go up by 1.
I think the end goal should be to try to make 1 food ~= 1 hammer ~= 1 gold in terms of yields.
One possibility is to rename Dynamite to Explosives and have it give a passive mine boost, while splitting Artillery unit off to a separate tech (ballistics, gunnery, breach-loading, indirect fire?).
Just remember you can't remove any techs, as they'll screw up future DLC.
Mods aren't going to be designed to work easily with DLC. If more DLC arrives, then you have to update the mod.
There's no reason why some techs couldn't be removed or have their name changed or their effect change.
A mod that changes the tech tree significantly shouldn't be expected to be easily compatible with things designed for vanilla.
Alphabet is WRITING & CodeofLaws is pretty much a toss coin between PHILOSOPHY and CIVIL-SERVICE... effects, functionality, justice, corruption control ala-Civ-xx, preqs aside
I agree that I don't see a huge gameplay advantage from splitting alphabet from writing, and code-of-laws might fit better in Civ5 as a social policy than a tech.