It's actually "mean" value, not median.
The civilopedia text states: "...after 20 turns you gain research equal to half of the average cost of the techs available to you".
So, if you had techs costing 200, 300 and 600:
((200+300
+600
)/3)/2 = (1100
/3)/2 = 366.67
/2 = 183.33
Aside from that, everything else eazyseeker said is true.
System is good, but OP for late game.
I agree, I had a late tech (Mass Media, I think) go from 17 turns down to 3. But I think that's still better than getting a free tech (in the next era, for example) due to some micromanaged blocking schemes.
The thing is, it is Still a free tech, just it can't be your most expensive tech available.
It's a slight nerf to the RA that takes away some, but not all, of the micromanagement.
These "free" tech claims are beyond silly. Sign me up for those, in my games I usually have to pay for RA.
As a rule of thumb just clear out any ultra-cheap techs you still have lying around to-be-researched.
Personally I feel that tech trades and RA shouldn't be on by default in any civ game; compared to other in-game methods of multiplying beakers they're both utterly overwhelming and decidedly more chance-based than other aspects of empire management. Big nono on that crap but since they're on try to milk them best you can.
Ideally, they are diplomatic management rather than empire management. However, the fact that they are scaled to tech cost, and the rapidly increasing tech costs in the later game makes them overpowered.
Don't forget that the other end of the deal is benefiting as well. If you're trailing in tech you probably want to avoid making a deal with the tech leader most of the time. Sure, another AI will make it, but that doesn't mean you have to be the enabler!
That's terrible logic. Make an RA with two tech leaders, and you'll catch up while they fall behind! Even better, make an RA with every AI.
since they're inception.
I just hate the fact that RAs refuse to give you more than two techs at a time. It really messes up the RA timing if you can't be given that third one. (or more)
No really. I've been hit with this where the 3rd tech is more than 100 beakers over the required number. And not with cheap techs either.
Yeah, that's an irritating bug. All you can really do is plan around it. I try to sign the front end RAs in the first wave a few turns early (which is possible if you're using the first wave to clear the Chemistry/Econ level techs, then the later Renaissance techs and finally an Industrial tech) in order to minimize this problem.