Lord Parkin
aka emperor
This idea originated in another thread, but it was so interesting I thought it deserved its own thread. 
Basically, here's the crux of the problem: even aside from the balance issues (research agreements are too cheap in later eras), research agreements as they are at present have a kind of "detached" and random feel to them.
You sign an agreement with a civ - any civ, no matter how backward or advanced - and then you both get a random free tech after X turns. It doesn't really give much of a feeling of cooperation. Indeed, it's not cooperation at all. It's just two civs separately investing their separate money for completely separate and selfish gains. No wonder the currently self-obsessed and uncooperative AI loves them so much.
So here's an idea. Why not rework the research agreements in the following way:
- The "Research Agreement" is a category that opens up (like the "Luxury Resources" category)
- The options that are available are ONLY the techs that your civs can BOTH research at that time. For example, you and Catherine can both research Iron Working and Compass, so the options "Iron Working" and "Compass" appear under "Research Agreement". (This should limit the available choices to something like 2-3 in most cases, and civs that have a large dichotomy in their tech levels will be unable to sign these agreements - or at least only sign them one way.)
- The research agreement length will probably need to be scaled down (e.g. you don't want to wait 30 turns for a tech that you would have researched in 15-20 turns anyway). Perhaps 10 turns would work, or a factor that scales with the average time it would take both your civs to research that technology yourselves.
This would certainly make more sense and give more of a feeling of cooperation with other players, rather than just a sense of complete randomness and separateness.
An alternative option might be to make the "research agreement" simply align with your current research, except it adds both of your civs' research rates. For example, if my civ gets 60 beakers per turn and Catherine's civ gets 40 beakers per turn, then for a 600 beaker tech it would take us 10 and 15 turns respectively to research it separately. However, if we signed a "research agreement" then our research would be combined towards that tech (100 beakers/turn), so we'd both get the tech in 6 turns.
Of course, in order for this option to work properly, we'd first need some other game balance fixes (increasing tech costs for one thing, and allowing beaker overflow).
Anyway, just a couple of ideas I'm throwing out there. Please feel free to steal and implement them, Firaxis, if you're reading.

Basically, here's the crux of the problem: even aside from the balance issues (research agreements are too cheap in later eras), research agreements as they are at present have a kind of "detached" and random feel to them.
You sign an agreement with a civ - any civ, no matter how backward or advanced - and then you both get a random free tech after X turns. It doesn't really give much of a feeling of cooperation. Indeed, it's not cooperation at all. It's just two civs separately investing their separate money for completely separate and selfish gains. No wonder the currently self-obsessed and uncooperative AI loves them so much.
So here's an idea. Why not rework the research agreements in the following way:
- The "Research Agreement" is a category that opens up (like the "Luxury Resources" category)
- The options that are available are ONLY the techs that your civs can BOTH research at that time. For example, you and Catherine can both research Iron Working and Compass, so the options "Iron Working" and "Compass" appear under "Research Agreement". (This should limit the available choices to something like 2-3 in most cases, and civs that have a large dichotomy in their tech levels will be unable to sign these agreements - or at least only sign them one way.)
- The research agreement length will probably need to be scaled down (e.g. you don't want to wait 30 turns for a tech that you would have researched in 15-20 turns anyway). Perhaps 10 turns would work, or a factor that scales with the average time it would take both your civs to research that technology yourselves.
This would certainly make more sense and give more of a feeling of cooperation with other players, rather than just a sense of complete randomness and separateness.
An alternative option might be to make the "research agreement" simply align with your current research, except it adds both of your civs' research rates. For example, if my civ gets 60 beakers per turn and Catherine's civ gets 40 beakers per turn, then for a 600 beaker tech it would take us 10 and 15 turns respectively to research it separately. However, if we signed a "research agreement" then our research would be combined towards that tech (100 beakers/turn), so we'd both get the tech in 6 turns.
Of course, in order for this option to work properly, we'd first need some other game balance fixes (increasing tech costs for one thing, and allowing beaker overflow).
Anyway, just a couple of ideas I'm throwing out there. Please feel free to steal and implement them, Firaxis, if you're reading.
