Let me begin by saying that I understand that tweaking and changing this system is incredibly tricky as it has dramatic effects on both game balance and AI utilization. Additionally, as I just started, I am clueless about the number and scope of the games full compliment of technological advancements. I also have no clue if this portion of the game is fully implemented and feature activated. I am not going to let any of that stop me from spitballing about some possible changes and improvements to the system, however. I like how tech research works in the game at a fundamental level, but I do have some concerns.
What I Like
• Acquiring new tech research through outside events (survey discoveries, diplomacy) is a much more organic and satisfying method of acquisition than staring at a tech tree until my eyes bleed whilst plotting my civilization’s technological advancement.
• Even authoritarian dictatorships cannot exert full control over the scientific research of its citizens. This is reflected in the fact that some level of research is always active for each technology.
What I Am Concerned About
• I am not convinced the current system provides a satisfying enough level of player involvement…my involvement feels too “macro” at the moment. I feel there is a “sweet spot” between the current system and eye bleeding, snooze inducing, convoluted tech trees. The goal here is to provide more player choice without bogging them down in micromanagement hell.
• There may not be enough differentiation between techs in the same family (nuclear vs. fusion engines for example) to make the player excited about acquiring the new tech. The goal here is to make technological advancement feel like an awesome Christmas morning’s anticipation and when I open the package…Horizon is inside.

• The whole system just feels a bit…flat. The goal here is largely the same as above…inject some thrill and excitement into the system.
What I Think Would Help
• Establish a firm system of ceilings and floors in both the macro and micro scientific research allotment section. Ex. Min/Max Propulsion can only be as high/low as X%, Min/Max Fusion Engines can only be as high/low as X%.
o All species should have different limiters, thus creating a template for racial predilections towards certain techs which can be based on the socioeconomic idiosyncrasies of each individual species. (I assume something like this is already in as part of the AI fundamentals, but I added it because you know what they say about people who assume…)
o Obviously a good deal of careful thought about game balance and AI usage would have to be done to implement this…but this is alpha and if attempted the limits should be pushed in an attempt to provide as much player choice as possible without breaking game balance and AI tendencies.
• After setting the limits, give the player the option to manage research allotments in 5% (or whatever feels appropriate) increments, not allowing the player to exceed the ceiling or go below the floor.
o This allows the player more freedom to tweak without requiring an insane amount of micromanagement hell.
• Inflate the numbers…all of them. This is a psychological thing and I am going to advance the notion, despite the fact that everyone will scoff at the idea of doing so much work for little or no mechanical benefit. I don’t want to belabor the point, but look at the difference in the gun and skill damage between Borderlands 1 and 2. (Please don’t mock…I am allowed to love 4x games and shooters at the same time

o Obviously this does not work with % based numbers…so where ambiguity exists, (Fusion vs. Nuclear generators: Is +10% to recharge worth losing 3% of hull size?) the underlying costs and benefits of the choice must be made more clear so the player can feel they have made an informed cost/benefit analysis. If the system cannot be made more transparent than the differences between the techs needs to be made larger.
• Consider implementing resource limited technology if it is not already included. Nothing is more rage inducing (In a good way) than discovering that a phenomenal technology exists…but you cannot advance it unless you have access to certain material resources. Additionally, it gives both the player and the AI a much needed excuse to go to war…many if not most real wars are caused be two factions desiring control over a limited resource and 4x games should be the same way.
• Consider tiered technologies. Perhaps give the player an opportunity to select from two or three tech specific perks at each tier of research. (Say the player receives a perk at breakthrough, 4, 7, 10) The perks do not need to be huge or balance threatening; it is merely a nifty way of feeling rewarded for focusing on the advancement of a specific tech. Alternatively, you could…
• Consider branching technologies. Give the player the opportunity to make a binary choice at certain predetermined tiers. This creates a whole new layer of complexity and gives the player a feeling of maximum involvement…with the cost of drastically harder to tune balance and AI utilization issues. This would likely require cutting down the total number of techs in favor of making them customizable. I actually love this idea, but I can see it being a gigantic pain in the arse to implement. (Like anything I have suggested would not be a gigantic pain in the arse

• Consider the addition of more flavor text.
Phew…that’s all for now. Sorry if I sound too strident and declarative in my posts. (People sometimes tell me I come off badly in writing) Everything I post here is in the spirit of helping make this the best 4x game ever, but please let me know if my postings are counterproductive. Even if the ideas are utter bollocks, let me know what you think.
Edited to add Flavor Text