. . . and so shall it be in CivV. I think adopting a need-based science algorithm could make game-play more intuitive, automatic, and strategic (because every action you choose - military, production, et al. - effects science). The idea is rather simple - you don't pick which tech you research next, you research them all simultaneously, automatically emphasizing the techs which your citizens need. For example, engaging in combat will skew science towards a military tech, working cows will skew science towards animal husbandry, and working hills will skew science towards mining, etc. This could be implemented in a number of ways, but a simple back-of-the envelope calculation could be this - conducting an activity gives the next related tech a scientific weight unit (SWU). For example, if I work one cow and one hill, mining and AH each get 1 SWU. Then my total science is multiplied by the (SWUs for mining)/(total SWUs), and that proportion of my science goes towards that tech. Here, it would be .5 to AH and .5 to mining. If I worked 2 hills and one cows, mining gets 2 SWUs and AH gets 1, and my science would be appropriated with .66 to mining and .33 to AH. Obviously, the tech tree would have to be redrawn, and balanced-out. But It adds a very strategic calculation in how you want to presume your research that is missing, and eliminates the "I'm going to rush X tech" mentality from the game. It is much more organic because you have to survey the land around you, make due with what you got, and develop what you have into what you want. Trying to rush a tech not suited to your territory is possible, but will be expensive (you'll have to work less productive tiles, etc.) - and it's a trade off you have to make. And it adds this strategic element without making the game more complicated to manage. Mitigating feature: with the discovery of "scientific theory": you get to assign all science from buildings, specialists, and wonders to the tech of your choice. For example, if I have 300 science total (200 science coming from my cities, 100 from buildings/specialists), the first 200 is apportioned by the described above method, and I can choose to put the last 100 towards refrigeration.