Love the changes. The tech system in WOM was a huge problem with the game. It sounded neat, but didn't work.
1) Random techs, keep no matter what, but I have some concerns
- Micromanagement: people will be scouring the whole tech tree at the start of the game. I'd like to see the hidden techs hidden until you research a prerequisite, so you don't know what you can discover.
- I'm worried the randomization might screw some games over, but I think this problem is worth the benefit. I'd include some sort of normalization system so all civs get the same value of random techs.
- I'd like to see quests/goodie huts have a chance to unlock extra rare techs down the road, though they'd still have to be researched and discovered (maybe a hint as to where this tech would be , like magic tree, adventure tree)
2) There are weaknesses with a more traditionally modelled tech system- such as big empires gaining too much of a tech advantage. Do you think that is a problem, or could be a problem? Way too early to tell this, and this is something that can be changed/fixed over time, so it's a minor worry.
3) I'd love to see Lost Libraries changed from providing +Tech to +Creativity (in the GalCiv 2 sense)
4) Scholars should be able to level up their +tech bonus, or should do it automatically over time.
5) "future tech" when the tech tree is exhausted, that should give a chance to unlock another hidden techs
6) We need another hidden techs in the game, that someone who plays the game for a year, is not guaranteed to discover them all, even if it means adding techs in via patch. Some rare techs should be 5% or less chance.