Boris Gudenuf
Deity
I agree this is a major problem, and one that has always been in the series. I think one way to achieve this is to make the techtree (or tech web if they go in that direction) less linear and more layered. By this, I mean that there should be stubs of technologies that opens up for units (including unique units) or buildings (including wonders) but which are not prerequisits for advancing in the overall tech tree.
To give an example, one could imagine if you research Architecture, this would open up for a new technology called Vaulted Ceilings which would allow you to build the Cathedral buildings as well as the Notre Dame wonder. However, the Vaulted Ceilings technology is a dead-end, meaning that you don't need to research this technology if, say, someone else has already build the Notre Dame and you don't focus on religion.
Some technologies could also be "technology wonders" - i.e. at technology that can only be researched by one Civ who then has the monopoly on this technology in the game. One could have restrictions, for instance you can only research one of these technologies in each era, and you can only research it while you are in that specific era. Imagine for instance you are the first to research "Composite Bows" (allowing the regular unit Composite Bowman), then there could be a unique sub-tech called "Longbows" which would allow you to build the unique Longbowman unit. Only one civ can get this unit in a given game - however, one could have some techs tied with specific civs, for instance England could always have the option for the Longbows technology, similar to how Longbowman is a UU for England in Civ5.
The benefits of a tech system like outlined above would be that a player that is behind in technology can bypass many of these dead-end tech to catch up with the other players. On the other hand, the player who is ahead in technology doesn't get all the wonders as freebies, but have to stall by researching these side-tech in order to unlock the wonders, thus making it likely that others will catch up with him. It would also make it more possible to specialize in certain tech areas depending on your game style (science, growth, production, culture, religion, economy, land military, naval military, etc.) Of course there could still be wonders and units placed also in the general techs, giving still some advantages to being ahead.
This could combine with a page from BE's Tech Web idea: Technologies and Applications (of those Technologies).
A Technology would be just what we have now: Bronze Working, Writing, Agriculture, etc.
Applications would be 2 - 4 specifics for each Technology that allow you to apply the technology in ways most useful.
For instance, one of the starting Technologies, Agriculture, might have the following 'Applications':
Irrigation: + 2 Food from any farmed desert, plains or tundra tile with direct access to fresh water (oasis, river, lake)
Terracing: + 1 Food from any farmed tile on a hill
Forest Gardening: + 1 Food from any otherwise unimproved Forest tile
Plant Genetics: + 1 Food, Gold OR Production from each different Plant Resource (can be researched multiple times for multiple Resources)
Let's say you can simultaneously research 1 Technology (as now) AND 1 Application. Applications take about half the research time of their Technology. Therefore, you will almost never be able to research all the Applications, and so each civilization will develop its technology in a slightly different way, based on its situation. For example, Bronze Working has Applications of Bronze Tools and Bronze Weapons. If you're not at war, you'll research the Tools first, because it speeds up dramatically all your construction projects, but if you're at war, you'll pound that bronze into spearpoints ASAP. Very soon, of course, you'll want both applications, because they are too fundamental to further development of your Civ.
Which brings up another point: Lose the Eras. They are 'way too Euro/Western-centric. Instead, have Seminal Technologies - Tech that changes most of what you do later - that trigger the kind of changes represented by 'Eras' now. A quick list might be:
Agriculture (possible starting Tech)
.....Apps: Irrigation, Terracing, Forest Cultivation, Plant Genetics
Animal Husbandry (possible starting Tech)
.....Apps: Leatherworking, Animal Breeding, Exotic Domestics, Composites
Writing
.....Apps: Literature, Bureaucracy, Temple Schools, Accounting
Bronze Working
.....Apps: Bronze Weapons, Bronze Tools, Alloys, Casting
Philosophy
.....Apps: Academia, Criticism, Theoretical Investigation, (Rationalism)
Iron Working
.....Apps: Cast Iron, Primitive Steel, Iron Tools, Long Swords
Mathematics
.....Apps: Geometry, Mechanics, Surveying, Probability
Scientific Method
.....Apps: (Skepticism), (Humanism), Mathematical Proof, Calculus,
Gunpowder
.....Apps: Fireworks, Chemical Medicine, Deep Mining, Advanced Masonry
Printing Press
.....Apps: Mass Literacy, Public Schools, (Iconoclism), (Propaganda)
Steam Power
.....Apps: Mobile Engines, Static Engines, Precision Machinery, Popular Literature
Electricity
.....Apps: Lighting, Telegraphy, Galvanism, Public Transport
Internal Combustion
.....Apps: Power Tools, Automobiles, Mass Transit, Highways
Atomic Energy
.....Apps: Nuclear Medicine, High Energy Physics, Nuclear Propulsion, Nuclear Power
Solid-State Electronics
.....Apps: Personal Computers, Satelites, Internet, Direct Communications
Apps in ( ) may also have immediate and major effects on Social Policy and Religious Belief adoptions.
Notice that I list two possible starting Techs. That's because I really, really want the option of starting as a nomadic or semi-nomadic culture with a different 'development path' for the first part of the game... but that's gist for another post.
