Thank you for these replies so far. I am not sure I understood Fenhiro entirely, but that may be due to my suboptimal English skills -- sorry, sir (and to all those patient enough to glean something useful from my words).
I thought I would elaborate on the idea a little more and give some more examples, if I may.
First, I am unclear if the gameplay is currently headed in this direction or not, but I think it would be good if research and technology were quantified as a hybrid between Level and Breakthrough: By this I mean that spending research points in (some of? all of?) the (currently: 5) research pathways should give a person a quantifiable "level" in that field, regardless of the breakthroughs that person has purchased; this "level" in that research pathway would bestow an applicable bonus to that player in the applicable field, in addition to the boni that player obtains via the breakthroughs purchased in that path. (I would like to give some examples below.) In other words, one could consider the "research power" a player has in any field as a composite of Research Points spent in one of the (currently: 5) research paths and the breakthroughs that person obtained in these fields analogously to the D&D3E concept Level / Class + Feats.
Examples of what I mean above could be formulated like this: Researching in the "Diplomacy" tree for 30 turns means that you have invested, say, 1.000 research points in Diplomacy; because of this, in those 30 turns, you were able to purchase 4 breakthroughs in Diplomacy. Your Breakthroughs included "Subtle Talking", "Advanced Subtelty", "Animal Speech" and "Religious Sensibility". The boni gained by last two breakthroughs manifest themselves primarily in new gameplay options now open to you: you can now communicate with beasts and you can join or found a religion (and build buildings of those religions if you have the correct Civilization breakthroughs and train the right religious units if you have the right Warfare breakthroughs). The first two of these 4 breakthroughs also have some gameplay options tied in to them, though perhaps not quite as explicit, perhaps this: you can now use "charm" spells or potions (if you have the right Magic breakthroughs), or perhaps you can train "spy"-like units (perhaps if you have the correct Adventuring breakthrough), but these breakthroughs in Subtelty also give your nation an inherent bonus in "diplomatic strength". However, the 1.000 research points that you have invested in Diplomacy also mean that, no matter what breakthroughs you may have chosen, that your nation has a "Level 6" (or however you want to quantify it) diplomacy rating.
Secondly, I'd like to continue my original post with some more examples of cross-path research synergy / cross-path technology interdependency.
- [Breakthrough]: Stealth (lets you build units with a sneak ability) [Path: Warfare] --> requires [Breakthrough]: Hiding [Path: Adventuring]
- [Breakthrough]: Advanced Stealth (lets you build units with a sneak ability and unlocks urban stealth, giving units in cities the chance to perform "spy"-like actions, like sabotage) [Path: Warfare] --> requires [Breakthrough]: Advanced Hiding [Path: Adventuring] AND [Breakthrough]: Trickery [Path: Adventuring]
- [Breakthrough]: Assasination (lets you build spy-cum-assasin units) [Path: Warfare] --> requires [Breakthrough]: Advanced Hiding [Path: Adventuring] AND [Breakthrough]: Advanced Trickery [Path: Adventuring]
- [Breakthrough]: Advanced Spying (lets you build units which can negate enemy commander commands and sabotage buildings) [Path: Diplomacy] --> requires [Breakthrough]: Advanced Trickery [Path: Adventuring]
- [Breakthrough]: Valaryian Steel Forges [Path: Civilization] --> requires [Breakthrough]: Imbuement [Path: Magic]
- [Breakthrough]: Heraldic Banners (lets you construct buildings with increased Prestige boni) [Path: Civilization] --> requires [Breakthrough]: Glamourous Representation [Path: Diplomacy] and Level 5 Diplomacy
- [Breakthrough]: Heraldic Oath (lets you train units with increased morale boni and a "banner"-like moral bonus to nearby units) [Path: Warfare] --> requires [Breakthrough]: Internal Motivation [Path: Diplomacy]
- [Breakthrough]: Religious Sensitivity (lets you join or found a religion) [Path: Diplomacy]
- with [Breakthrough]: Architecture (allows you to spend 50% more time and resources on building, but gain 100% bonus on prestige for those buildings, can build Mansions, can upgrade buildings) [Path: Civilization] --> synergy with Religious Sensitivy = lets you build Temples
- with [Breakthrough]: Advanced Architecture (allows you to spend 75% more time and resources on building, but gain 200% bonus on prestige for those buildings and can now build Villas and Grand Palaces, can upgrade buildings) [Path: Civilization] --> synergy with Religious Sensitivy = lets you build Cathedrals
- with [Breakthrough]: Crusader [Warfare] --> lets you build high-morale "knight"-like units
- with [Breakthrough]: Oath of God [Magic] --> lets you cast morale-boosting spell
Thank you in advance for your constructive feedback!