0. Give each technology a field - land military, naval, economy, culture/happiness.
1. Remove the majority of dependencies. If it makes sense, yes, but if it is borderline, remove.
2. Increase beakers required for every tech.
3. For certain actions you take, you gain a beaker % bonus in a certain field.
4. When you do complete a research, the beaker & bonus in that field is slightly reduced.
Actions:
Building a building:
Barracks: +5% land military field
Monument: +5% cultural/happiness field
Granary: +5% economy field
Training a unit:
Land: +5% military field
Naval: +5% naval field
etc. Numbers should be adjusted.
What This Means
Every game will be different, and what choices you take will also affect your future. If you are militarist, you will gain new units quickly, and be able to crush the enemy. However you will lack economy and cultural/happiness techs, like for example you could have catapults but not the ability to build plantations, courthouses, etc.
Now, in a normal game you will just go pick up those techs. However, in this gmod the cost for other fields will be significantly higher, forcing you to trade bonuses (!) with other nations (or taking a long time to research them), who might not like you very much
Again, if you start building naval units early on, you will have a significant lead in naval technologies, which should mean you can explore other continents half a era before others with the same amount of techs. And on the other continent you might find a civ who is advanced in a field you are not, so you could trade bonuses with each other.
Trading bonuses
You can trade bonuses with other civs - 75% bonus in economy for 75% bonus in military for example.
1. Remove the majority of dependencies. If it makes sense, yes, but if it is borderline, remove.
2. Increase beakers required for every tech.
3. For certain actions you take, you gain a beaker % bonus in a certain field.
4. When you do complete a research, the beaker & bonus in that field is slightly reduced.
Actions:
Building a building:
Barracks: +5% land military field
Monument: +5% cultural/happiness field
Granary: +5% economy field
Training a unit:
Land: +5% military field
Naval: +5% naval field
etc. Numbers should be adjusted.
What This Means
Every game will be different, and what choices you take will also affect your future. If you are militarist, you will gain new units quickly, and be able to crush the enemy. However you will lack economy and cultural/happiness techs, like for example you could have catapults but not the ability to build plantations, courthouses, etc.
Now, in a normal game you will just go pick up those techs. However, in this gmod the cost for other fields will be significantly higher, forcing you to trade bonuses (!) with other nations (or taking a long time to research them), who might not like you very much

Again, if you start building naval units early on, you will have a significant lead in naval technologies, which should mean you can explore other continents half a era before others with the same amount of techs. And on the other continent you might find a civ who is advanced in a field you are not, so you could trade bonuses with each other.
Trading bonuses
You can trade bonuses with other civs - 75% bonus in economy for 75% bonus in military for example.