I don't know if this has been discussed before, but I wanted to point out an observation wrt the modified inflation mechanic:
As I understand it, this is meant to prevent people from rushing through the tech tree at later stages of the game. Instead of increasing tech costs like other mods do, that is achieved by increasing costs for fast techers, where the driving formula for inflation is (All techs you discovered / All available techs) * Maximum turn number.
We haven't seen yet how this plays out over the course of a game in later ages, but I see two issues that might give players incentives that nought not really be intended:
1) it encourages piling up ever more gold before you rush through a number of tech's. If you pile up gold for many turns, then research ten techs, you pay a lot less than saving for and researching each tech one by one. However, planning gets more difficult, as you have to account for you're rapidly increasing costs while researching. Third could actually provide for some interesting situations where players are tempted to delay (military
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) techs for longer than is healthy in order to keep their costs down.
2) it encourages deep beelines, avoiding not strictly necessary techs as long as possible or altogether. Your cost increase is driven buy the number of techs researched, so Archery has the same weight as Guilds or as Assemly Line. I personally don't like this, as I don't think played should be punished for trying you leverage a great variety of aspects of the game. This could be addressed by making the formula dependent on researched beakers vs total beakers ion the tree, although that would likely require some sort of nonlinear formula, as the later techs are so much more expensive, and then you need finetuning which I guess this was intended to avoid...