Other suggestions:
- Instead of investing all research into a particular area make it so that half the research actually gets applied to the tech you are trying to research and the other half would randomly go to other techs. This would show that some ideas are funded while others are accidental.
- Instead of research being applied to "the current tech" the research points should be accumulated on a "per tech" basis. Let's say "The Wheel" costs 50 and your research is 10 points per turn. If you are researching "The Wheel" for 2 turns then change your research focus to "Horseback Riding" then "The Wheel" remains at 20 out of 50 researched and you start at 0 with "Horseback Riding".
- The cost of the tech should be fixed (not sure if Civ3 did this but I know that Civ2 increased the difficulty of the tech as you discovered each tech). For example, "The Wheel" should cost 50 research points in BC 2000 or 1000 AD, not 50 now and 300 later.
- Research points should "spill" over into the next tech (or maybe allow "lost" research to be invested randomly). You should be allowed to discover more than one tech per turn if you can. If you get 200 research points and "The Wheel" costs 50, "Horseback Riding" costs 100, and "The Republic" costs 300 then you should be able to discover "The Wheel" and "Horseback Riding" with the 50 left-over research points being applied to "The Republic".
- You should be able to allocate research funding to more than one tech at a time. This could be beneficial if the tech cost goes down (as mentioned earlier).
- As more civilizations discover a particular tech the cost of the tech should be reduced. This could be modified such that this only applies to the number of civilizations with which you have contact.
- Instead of investing all research into a particular area make it so that half the research actually gets applied to the tech you are trying to research and the other half would randomly go to other techs. This would show that some ideas are funded while others are accidental.
- Instead of research being applied to "the current tech" the research points should be accumulated on a "per tech" basis. Let's say "The Wheel" costs 50 and your research is 10 points per turn. If you are researching "The Wheel" for 2 turns then change your research focus to "Horseback Riding" then "The Wheel" remains at 20 out of 50 researched and you start at 0 with "Horseback Riding".
- The cost of the tech should be fixed (not sure if Civ3 did this but I know that Civ2 increased the difficulty of the tech as you discovered each tech). For example, "The Wheel" should cost 50 research points in BC 2000 or 1000 AD, not 50 now and 300 later.
- Research points should "spill" over into the next tech (or maybe allow "lost" research to be invested randomly). You should be allowed to discover more than one tech per turn if you can. If you get 200 research points and "The Wheel" costs 50, "Horseback Riding" costs 100, and "The Republic" costs 300 then you should be able to discover "The Wheel" and "Horseback Riding" with the 50 left-over research points being applied to "The Republic".
- You should be able to allocate research funding to more than one tech at a time. This could be beneficial if the tech cost goes down (as mentioned earlier).
- As more civilizations discover a particular tech the cost of the tech should be reduced. This could be modified such that this only applies to the number of civilizations with which you have contact.
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