[Gameplay] Proposed mechanic for random tech breakthroughs
Was: "Simultaneous research (without too much dev work)"
Edited title because this thread has yielded what is IMO a better idea than what I started with. See post #7.
Elemental's technology research system is great. It really carries the right feeling in terms of not always knowing what you're going to find until you've found it. However, I think part of the paradigm is still rather flawed: the idea that when you're researching one thing, you're not researching anything else. This carries with it the foot-shooting property of allowing you to ultraspecialize, which is both unrealistic and frankly too easy to do by accident.
The multiple-path idea appears to be borrowed from the Master of Orion series; but note that they all allowed you to divide your research between the categories. And frequently, especially if you're not the compulsive micromanagement sort, this is a good idea. But at the low technology level of Elemental, even this doesn't seem quite right: not all discovery is done in laboratories, or by direct order from the powers that be. Sometimes a soldier or a farmhand has a breakthrough entirely on his own.
There are a few possible solutions, here. One would be to give some fractional advancement in all fields at once; you specialize in one, but it's really only getting let's say 50% of your total research, while the other 50% is divided evenly between the other fields. The downside of this is that the way the system works otherwise, this means that on certain turns you're going to get multiple breakthroughs. Doesn't feel very organic.
Another, and I must say I like this one better in the way it fits with the general Elemental research system, would be for each breakthrough to have a chance of showing technologies from different paths. The chance would be a function of how far advanced you are in each field. So if you've got Adventuring 8, Warfare 5 and Civilization 2: researching Adventuring will have a slight chance of producing a Warfare option and a high chance of a Civilization option; Warfare will have a slight chance of a Civilization option, but no chance of Adventuring; and Civilization will just be Civilization. If you pick a technology that wasn't in the category you were researching, it's the other category that increases a rank, and only the amount of research which would have actually been needed for that category is removed from your current pool. (So the net effect is no change to the current balance of tech costs.)