more ideas about culture/science mechanics
-- 'free research' - X% faster, but you don't know towards which tech you're working, or maybe research is randomly spread across all possible techs to research. I think this more closely resembles what we see in real life. It doesn't have to be a huge % either.
-- variable costs of technologies on the same level - use this to either be more historically accurate, or as an additional tool to balance the game where necessary.
-- more technologies/policies that grant a one time boost
-- non-mandatory techs or upgrades of existing techs.
- How it works in real life: you can direct your scientists to work on iterating and improving upon a certain technology, OR you can fund fundamental science or work towards the next big thing
E.g. the chinese UU, Cho-Ko-Nu, is a crossbow replacement. In theory, any civ could have created improved crossbows, so we can add a technology next to Machinery, which is not mandatory, and which unlocks the Chu-Ko-Nu (or a nerfed version of them).
China has this tech for free, for everyone else it's either more expensive than a normal tech, or grants only inferior version of the unique unit.
This technology would be non-mandatory - unlike machinery, it's not a required prerequisite for anything. You need to decide whether it's worth the time to sink science into that, for example if you're waging war, or if you want to skip it and go for upgraded tanks later on instead.
Upon advancing in the next era, all such technology detours are locked.
Other example ideas for non-mandatory techs would be:
- Construction 2 - having access to marble provides +1 culture for all world wonders.
- Economics 2 - adds 5% bonus for gold from city connections
- Steel 2 - your Swordsmen and Longswordsmen gain +5 hp and +1 CS, unlocks Legionnaire
-- same for non-mandatory policies or upgrades of existing policies.
A culture tree is opener + 5 policies - but it can easily be opener + 5 mandatory policies + 10 minor, optional improvements.
I am well aware that the two suggestions above would be very hard to implement. It's just cool to think about.
-- Events that negatively affect your culture. E.g. if someone achieves 'influential' status over you, it disables the benefits from 1-2-3 random policies you've chosen. You know how enemy leaders say your culture has swept away their customs? That.