Evie
Pronounced like Eevee
, research does not mean STEM. This is not sn overly literal reading: it's a made up definition (and no, it's not something Civ 6 already does)
Beyond that, having played and been involved in fanbases and with creators of games that use event-based systems: I do not for one second accept the notion that associating social progress with events is any easier ormless controversial than a tech tree. Events must have triggers, and the determination of appropriate triggers will be every inch as controversial, every inch as questioned. The idea that this is somehow easier is not supported by actual games with event systems and the discussions surrounding them. So, I still do not see your alleged benefits, and I would still vastly prefer a research tree over an event based system if we must have only one (but really, we need not have only one).
Your explanation of the accumulated science change...essentially reduces the actual "accumulated science" part of the idea to a cosmetic change. Your overall proposal goes beyond that, but most of it consist of mechanisms that don't actually depend on the "accumulated science" change, and the core - accumulate science to research tech - remains unchanged, we just have an accumulated science metric added. We already have the means to use total research for era progression (via total number of tech known). We already have the means to accumulate research on multiple projects at once (and in fact it's already partly implemented thanks to Eurekas). That said, it being a cosmetic change works both ways, and I don't really see any reason to object to that.
I did misunderstsnd the term academies, but as you describe them now they are a cosmetic name for research queues. Again, not a meaningful gameplay change.
Overall, though, while you have many suggestions I think worth looking at for specific mechanics, the overall package deal you propose does not work for me.
Beyond that, having played and been involved in fanbases and with creators of games that use event-based systems: I do not for one second accept the notion that associating social progress with events is any easier ormless controversial than a tech tree. Events must have triggers, and the determination of appropriate triggers will be every inch as controversial, every inch as questioned. The idea that this is somehow easier is not supported by actual games with event systems and the discussions surrounding them. So, I still do not see your alleged benefits, and I would still vastly prefer a research tree over an event based system if we must have only one (but really, we need not have only one).
Your explanation of the accumulated science change...essentially reduces the actual "accumulated science" part of the idea to a cosmetic change. Your overall proposal goes beyond that, but most of it consist of mechanisms that don't actually depend on the "accumulated science" change, and the core - accumulate science to research tech - remains unchanged, we just have an accumulated science metric added. We already have the means to use total research for era progression (via total number of tech known). We already have the means to accumulate research on multiple projects at once (and in fact it's already partly implemented thanks to Eurekas). That said, it being a cosmetic change works both ways, and I don't really see any reason to object to that.
I did misunderstsnd the term academies, but as you describe them now they are a cosmetic name for research queues. Again, not a meaningful gameplay change.
Overall, though, while you have many suggestions I think worth looking at for specific mechanics, the overall package deal you propose does not work for me.