You can keep your concept of reducing the potential for tech disparity across civs without hard-coding it.
This is the exact opposite of what I want on both counts. I want large disparity --that's why the maintenance varies from 5% - 10% (maybe even outside that range as a civ-trait but that will be a rare situation). And you (and PowelS) are still totally focused on end-state (which you will never actually reach) rather speed of picking up techs, which is far far more important strategically. I'm also trying to remove hard limits wherever possible -- I certainly don't want to introduce any. That's why sages can reduce it further. Theoretically, it is possible for sages to keep you going indefinitely, but there are opportunity costs for that.
It's really silly to say that it is "hard coded" just because any civ (with any focus) is going to have a practical limit, eventually. Look, gold costs limit the military size you can support. You can modify this a great deal by how much gold you make. Is this "hard coded"? If you decide to not to pursue Writing/Phil/etc. or produce Sages, then you will be effectively limited to 10 or so techs. If you do, you will still have a practical limit that is about twice this although theoretically unlimited.
In any case, it is likely that you will set your sights on a few higher tier techs (that may be tier 3/4 if you are primitive, or tier 4/5 if you are advanced) and you will never ever reach 100% maintenance. The only way you really reach 100% is if you gobble up many low-tier techs (i.e., go "wide", which should be a viable approach but the trade-off is that you will never get those high tier techs).
So, set tech costs such that:tier 1 techs cost 1000 beakers, tier 2 techs cost 1500 beakers, and tier 3 techs cost 2000 beakers.
6 tech paths combined would cost 27,000 beakers, or 90 beakers per turn average over the course of the game.
You don't need to enforce a tech maintenance system to stop people from hoarding techs.
The cost progression now by tier is 100, 150, 300, 900, 2700 [8100 for tier 6 but that isn't in phase 1]. That likely will need adjusting with game testing.
Yes, I do need it in some form or another. I don't want any civ picking up all (or even most) techs no matter how long they play. You don't really understand the endgame in Éa because I haven't talked about victory conditions. What I can say is that game length isn't "enforced" as in base: a game might go on much longer or shorter, depending (which is forcing many other behind-the-scenes changes that I'm not talking about here). That's one consideration.
Another consideration is that I don't want a very high research focus civ picking up Elephant Warfare, War Horses, and other 2nd/3rd tier techs just because they are super cheap (relatively speaking). A primitive civ might beeline for these as their "pinnacle" tech. To a very research focused civ, the tech cost here will be trivial, but the research maintenance is not. This forces the research focused civ to think twice. They may still want one of these for a good military, but they will not pick them all up willy-nilly just because they are essentially free (relative to their massive science production).
I didn't add this "just because I thought it was realistic". I added it because I need the game effects above. I could go on trying to convince you that my system is a better representation of medieval (or a typical fantasy setting) technological advancement than base Civ5 provides. But, failing that, I'll just have to resort to saying that I need these effects.
I just can't help but think that players would get really really frustrated by your tech maintenance system. I know I would.
Possibly. In truth, I was and still am highly frustrated with the base policy system that punishes you for building cities. Building cities is fun. So I removed it. Getting techs is fun too, but I really do have to limit it in some way, either with a hard limit (which I won't do) or some kind of cost. Any new "cost" mechanism is going to be disturbing at first.
Technological advancement was highly correlated with regional population and population density. Technological advancements nearly always happened in high population regions. Not necessarily within a single nation, but mostly within a similar culture.
My answer may have been a little Euro-centric. I was thinking of various periods with small civs (even city states) rising to prominence. In any case, there is still a huge bonus to BIG in my system so the point is not really relevant.