Dynamic Technology
I once lost my capital and was left with only one tier 1 settlement, no money nor army. I had nothing to do so I just researched technologies, without the buildings or units these technologies affect nor the means to conduct these researches. That felt silly.
Thus, added technology building locks and costs but with enhanced effects, transforming technologies from a simple ‘click race’ from the early game to a much more meaningful asset in the mid-late game, which can affect the entire campaign.
Strategic Building Locks:
Research is now locked behind appropriate infrastructure, based on the effect, not the unit – ammunition buffs require smithies; morale bonuses require public order structures; magic enhancements require worship buildings or sorcerers tower, etc.
While some links may seem non-obvious (due to missing categorical buildings and a semi-automated assignment), they force an interdisciplinary construction and finance management strategy, making research itself a meaningful strategic choice.
Significant Cost & Time:
Technologies now cost per turn based on the original research time – 100x the overall turns, for each turn – so a 3 turns technology costs 300 for each turn for 3 turns = 900 in total. If you lack the funds, the research will automatically pause and only resume once you can afford to fund it again.
Double Effects:
To balance the high cost and infrastructure demands, all technology effects are doubled, so investments are much more meaningful and impactful when they finally pay off.
Compatible with various mods, feedback is welcome
Revisions:
Old revisions of this mod are available below. Click the link to download.