Free-Research Balance Mod A mod exclusively created for use with Thalassicus' Balance - Combined Modpack (specifically the Balance - Research mod component) limiting Great Scientists and Research Agreements. Great Scientists yield a limited number of beakers, in general enough to complete a tech until mid-Renaissance but not after. Beakers are determined by number of techs, so deep beelines may not allow complete bulbs even before that; one goal is to help promote wide teching as well as to nerf GSs. Research Agreement are overpowered in my opinion, especially if micromanaged, so their costs have been significantly raised. I wanted a Research Agreement to feel like a rare and special thing - maybe one or two at a time. Details: Spoiler : Great Scientists' scales with map size, difficulty and game speed, but not advanced starts. Ten turn cooldown between GS bulbs. Excess beakers do not overflow. Formula: ((.35x)^2.55)+450 where x is number of technologies researched. RA costs: Ancient=200, Classical=300, Medieval=450, Renaissance=600, Industrial=800, Modern=1000, Future=1250. Great Scientist change is player only. The AI's GSs are unaffected. Notes: ***Please note the Great Scientist bulb mechanic is changed: Pressing the bulb button will result in beaker investment into the tech being currently researched! Tooltip reflects this, but be warned.*** Spoiler : With Alpaca's blessing (and assistance), I've taken his Great Scientist modifications from PlayWithMe for general use. Alpaca is responsible for the creation of all GS-related content and Gazebo (creator of the fantastic City-State Diplomacy Mod) for the RA ideas so all praises should be directed to them. Compatibility: Free-Research is incompatible with Liberation Boost. I haven't yet found issues with anything else. If you have PWM installed (but not enabled) there *might* be some funny business that prevents the capture of workers and settlers - I suggest you move PWM out of the mods folder when using Free-Research. I would assume that any mods which affect GSs' bulbing mechanic would be incompatible. Reports welcome. There are some small benign unit action changes brought with it from PWM that aren't necessary for this mod, but otherwise have no significant effect. I'm hesitant to delete stuff from the lua files because my understanding of lua is very limited. If you want to play without the RA changes, delete the CostIncreases.xml file. If you only want to play with the RA changes, delete everything else. Version History Spoiler : Version 3 uploaded. Adjusted GS formula slightly to give more beakers in the late game and thus be more worthwhile at that point. Modern and Future era RAs have a greater cost to more closely match tech costs. Version 2.1 available and seems stable. Now included as a part of Balance - Combined! Version 2 Uploaded, version one was bugged. Feedback welcome! Specifically: How do the beaker amounts feel? Too much, too little or just right? Same with RAs: are the costs appropriate, punitive, inconsequential? Is there interest in a version that is more applicable for vanilla tech costs? This would require two separate mods, as Balance - Research increases tech costs dramatically, thus use of this mod with vanilla would be much less effective. Though I'd rather not do this, if there's enthusiasm for it I will. Special thanks to Alpaca, Gazebo and Thalassicus.