The best thing I see in this Thread so far is that people are willing to take a hard look at Everything now: the 'old way' of doing 4X Historical, and especially of doing Civ games, just can't be accepted as the 'only way' and especially not as 'the best way' of doing things.
So with that in mind, let me throw out a concept for 'semi-uncontrolled Research and Technological Development that may get away from you at any minute':
Each Technical or 'Scientific' Development requires that you fill in 4 'blocks' before you get access to it and all of its consequences. The blocks are, In Order:
1. Need.
2. Resource Requirements
3. Knowledge Requirements
4. Research
Note that you cannot apply Research or 'Science Points' until the other Blocks have been filled in. Your people and society will not try to research something they see no need for, and they will not try to do something they don't have the physical and mental prerequisites for.
Need could be further divided into categories, like the good ol' '4X' categories that define the game:
Exploration - seafaring and ship building, transportation, mobility, ways of looking at the world
Extermination - weapons, army organization, fortifications, spying
Exploitation - mining and extracting, new trade goods, tile/terrain manipulation
Expand - population increase, food production, social control, construction.
Resource Prerequisites are more than the ‘old game standbys’ of Horses, Iron, Aluminum, etc. Some of those are second stage or artificial. For instance, the ‘wild’ horse is big enough to Ride, but not big enough to carry a man, saddle, armor and weapons comfortably, so the horse has to be fed from pastures and agricultural fields (oats, alfalfa, etc) so advanced development of Horsemanship will require more than ‘just’ Horses.
Knowledge Prerequisites are developments required to even start considering something new. That means it includes both purely Technical Developments, but also possible Social, Civic, Religious, or Political requirements, and may even be based on your neighbors, climate and terrain that you have to deal with, which generate their own requirements.
Research. The amount of ‘Science’ your Culture/Civ generates may vary wildly with a number of factors, including Religion, Social Organization, Politics, and Outside Influences (neighbors, foreign influences), Literacy or access to Knowledge among your people, etc. Many of those may not be entirely under your control, or there might be good reasons not to maximize Science because of nasty side-effects: like making your society open to New Things and outside influences and finding that means they will not be satisfied with their leaders, government, or society and so you have revolts and revolution and civil war: the extra Science may be not worth the price.
And,
@Eddie Verdde , there are several places for the 'random event' to affect things: aside from the Unexpected Scientist/mechanic/tinkerer that affects your research, a climate event, neighbor's action (and 'neighbors' includes Camps, 'Outposts', Tribal Huts, City States, and any other 'Non Major Civ' players on the map) and any of a host of other Events and Decisions (to use a good old EU term) could affect Needs, Requirements or Research at almost any time.
About the "needs" driving research (I like the way you link them back to '4X'), in game design that could be translated into having a possible "unlocking" event and/or then the "research" itself, ie different yields (getting points from terrain, building, action, etc...), with techs being defined by their affinity with each yield type, and, as a consequence, tech progression being applied on multiple techs per turn ?
To still allow some control by the player, in my mod you still select the next tech to research, that tech get all points it can from the yields that can contribute to its progression, and when you have yields that do not contribute to that tech, they are shared between unlocked techs they can contribute too.
Which leads to another element I've developed in my mod while I was experimenting with events/action creating points for various "research fields" (the 4x in you case, the expanded "military", "craftsmanship", "economy", etc in my mod): one of the issue with the above is that you are frequently in a position where you have research field producing yields that can't contribute to any of the unlocked techs available at that turn.
Which raised the question of what to do with the unused yields at the end of a turn ?
I'll skip the details, but storing them with a decay value is the answer I've chosen, and I added "knowledge" resources in the mod to "store" those yields, with decay value depending on the resource type.
First it was a class of resources("human knowledge", "tablets", "books", etc... and thanks to SQL coding, the mod generate automatically one resource type per existing tech) working the same way, but IIRC during the discussion about the implementation, someone (was it you
@Boris Gudenuf ? or
@Knasp ?) mentioned something like "it's not books that generated research points, but men".
So I made the "human knowledge" resource special and renamed it "scholars". Unlike the other "knowledge resources", the mod also create scholars type for each "research field"
Now, in most cases, when an action/event/building generate yields for a specific tech or research field, those are not directly applied to a tech item, but generate scholars in cities, with a cap based on the city size.
The mod affect a "literacy" value to each city, which is then used to determine how much points are generated for each unlocked techs at the end of a turn (then a "decay" is applied on the scholars)
And I've kept the other "knowledge resources" for tech diffusion, tablet and books relative to a tech are generated in cities (in my mod resource stockpiles are local, not global) after that tech has been researched.
The knowledge resources are then part of the trading network, and when you manage to get those resources for tech types you've not researched yet in a city, scholars for that tech start to be generated in that city, and, if that tech is unlocked, research point for the tech.
Which in turn lead to another issue raised in this topic, the need to keep the player informed of what's going on in the background, which I try to do in the mod's UI, but it's not a side of modding I'm confortable with.
To clarify, I'll try to illustrate anyway with a few screens from my current test game.
In the one below, you can see that the current item I've selected in my "Development Tree" is "Mining", but that "Astrology", "Irrigation" and "Large Wheel" show progression too.
The tooltip on "Mining" shows the current contribution to its progression:
- (scholars in) Craftmanship with 49.93 points (with a max of 100 coming from that research field, but it could have been capped at a portion of the research cost)
- Scholars (specific to mining) with 23 points / 100 max
- Academic research, the usual civ6 "science per turn" value, with 14 points / 100 max (well, it's displayed, but for academic research I can't cap that value with the current modding capabilities anyway)
The tooltip also shows how the scholars in mining are formed (from "studying" the Stone resource stockpiled and used in cities), and which contribution could be possible for "Mining" but isn't triggered yet, in that case working a plot with a resource that could be later improved by a mine (copper at this point of the game for example)
Now let's have a look at the Irrigation tooltip:
No academic research for Irrigation as this tech was never "actively" researched (ie selected by the player), but scholars (formed from working plots with farm on wheat and working an unimproved sugar plot) will be enough to research it passively.
And for a last example on the tech tree UI, see the Astrology tooltip:
It shows that scholars in "Inspiration" (mix of civ6 "culture" and "religious") and "Exploration" have contributed, and also that they can individually contribute to a maximum of 75 research points each to the tech, so you need a bit of both for a completely passive research in that case.
I've also tried to make the information available on the top screen, for example the Science tooltip shows a (partial) prediction of next turn research:
You can see where are the scholars working on unlocked techs, how they are formed, and how much they will contribute to the research next turn.
The "Bronze Working" section here is incorrect BTW, something I need to fix, as even if my civ is forming scholars in that tech (At this point from studying bronze equipment captured when clearing Barbarian camps and brought back to cities over units supply lines...), those scholars don't generate any point toward that tech, as it's still locked (mining not researched yet)
But when it will be unlocked, they'll do, I like how the mechanism allows a kind of pre-boost before you can even research something.
There are also tooltips for each specific research field, for example for "Craftmanship"
Scholars in that discipline are formed from buildings in cities (in my mod there are ancient buildings like "Stonemason" or "Carpenter" that generate points for "Craftsmanship")
As the current research item ("Mining") can get contribution from "Craftsmanship", the 3.9 research points will be added to that tech (else they would have been shared between the unlocked techs linked to craftsmanship)
Finally there is also some local information on one of the cities tooltip (initial W.I.P.)
IMO this illustrate one of the challenge for a tech tree revision, my version is "just" changing the way research is applied, if you add to the mix a research/application separation or even more complex mechanisms, I've no idea on how to represent it to the player, that should be something to keep in mind (and how complex it could be for the AI on another note)