Kyborgi
Warlord
Many of us must have noticed that scientific research is next to useless in Civ3 other than chieftain and maybe some warlord games. Here is a short list of things I came up with to make research more meaningful.
-Larger tech tree with a lot of cheap "sub-techs" that make some variation of some unit available or some improvement or wonder that is not crucial.
-No minimum or maximum turns for researching.
-Splitting up research points to research more than one field at time.
-Categorized fields such as in Master of Orion series.
-Designing units (like in MOO, again.)
-Techs become cheaper when more civs know them.
-"Capturing" techs. For example if your inferior unit wins a combat with an advanced unit, it can "capture" some important information of that tech, e.g. taking a rifle from a dead soldier and bringing it back to one of your cities would give additional research points for that field or even reveal it completely.
-Research alliances. To share certain advances with your allies and share research information to make the new techs cheaper for your allies.
-Larger tech tree with a lot of cheap "sub-techs" that make some variation of some unit available or some improvement or wonder that is not crucial.
-No minimum or maximum turns for researching.
-Splitting up research points to research more than one field at time.
-Categorized fields such as in Master of Orion series.
-Designing units (like in MOO, again.)
-Techs become cheaper when more civs know them.
-"Capturing" techs. For example if your inferior unit wins a combat with an advanced unit, it can "capture" some important information of that tech, e.g. taking a rifle from a dead soldier and bringing it back to one of your cities would give additional research points for that field or even reveal it completely.
-Research alliances. To share certain advances with your allies and share research information to make the new techs cheaper for your allies.