I just read the journal about the betas being torturous to its testers and thought I should post something.
I've only joined the beta testing recently, and have had only moderate time to be involved. I too have been trying to create a game from scratch using c++ and DirectX, mostly for fun as there is much to do as one person. I have made a planetary terrain though.
Anyway, I think the methods being implemented to gather user information to not only add content, but actually functional fundamentals to Elemental, are great!! I have a great appreciation for the developers of Elemental. Kudos!
My thoughts for the research is this:
The current category structure is good, but having to research another level at, say lv 6, just to access a tech that could have been chosen at the first level creates a game play direction. What I mean is that some techs will go unused as taking them will cost valuable time.
Example: Military research has a separate tech string for stronger troops vs number of troops built. I think this will cause a general rule to disregard one of them, depending on how the final mechanics work.
I think what might be better is use something similar to the spell research, but only slightly.
Say that researching lv 1 gives you 5 points, and the tech of Farming would cost 4 points. You would have 1 point extra to save for the next level to get either a greater tech, or two early techs. With this you could also incorporate techs which require a certain lv with in the catagory to "purchase" it regardless of the tech research "cost".
I just think this would allow a more robust usage of the research available, and thus allow for a more complex research tree.