+1!roman566 wrote:I would also propose 'hardcore difficulty' where tech costs scale with every tech researched so with 20 technologies, 21st would cost 20 times more than normal. Very nice resource sink and additional challenge for, well, hardcore players.
Maybe x2 is too much for first time, considering how many techs are there, so I'd add scalable multiplier. Rates are to be balanced, for sure. Also green, blue, alien science packs should be required after certain number of upgrades, not bounded to specific techs, thus involving early and mid game tech beelines, providing unique possibilities, like starting oil refining while already having "oil proceeding 2", which normally needs oil itself to research.
The game mode will obviously result in skipping all "damage" and "shooting speed" techs, so these are something that may require some kind of discount so people will still use them (e.g. no tech value rise on research without possibility to use this "discount" twice in a row, i.e. damage-other_tech-damage or if "other_tech" is replaced by discounted tech - it will still cause tech value rising, so next "damage" will cost the same x2, but overall tech value will be increased).
Or not, to force people choose whether they want to progress in cost of hardness or to increase defense/offense : )