Well some good news first, I found that I was silly in some way and I indeed can have fixed cost techs. Thus tech upkeep seems can be made sensible, though it definetly has some bugs and illogicalities (from looking at code) those will mostly not affect me/us. Considering even that, I still get upkeep a bit off from what I would calculate knowing description and code of it. But I believe this is of no problem. In a mean time 2.5 seems to have come out in full, which is good. I hope to have it compiled on pi by the end of weekend. And iron out some more details of rules too.
@wieder_fi as I said mysqlf later 8x is too much. But one can forget that cost totally now
all techs will cost 50 bulbs! foreva:) thats the good news. The bad news you'll be paying for upkeep significantly, do not expect to ever have more than 10 bulbs going towards new tech (well if I do everything right) unless you manage to amass ungodly amount of tech wonders, and shed all crap cities. Nice thing is taking your science capital and selling uni and library will likely set you back seriously, even if you manage to get it back. I believe game with proper tech upkeep will be much more interesting. Also alliance tech trade will be much much more complicated, as upkeep increases per city per tech. So if you have many cities getting couple of new techs without infrastructure to support them means that you will likely loose them quite quickly. Or at best your current research will stall seriously. Though obviously alliance is still better than no alliance, everyone needs a friend
I'll have to think about trade routes a bit too. Current situation is not very good with them ether.
As for game length 200 is likely tops for me too:) And I'll need to keep pi running for that much too. In any case I as I said, I might come up with some alt win condition that might change the appearance of the game significnatly (from top of head: player that constructs "<expensive small wonder that can't be rushed with caravans>" and keeps it alive for 20 turns wins), this might change how game progresses very significnatly. Is not that hard to setup with lua (obviously other players would know when player has constructed such wonder and where in any case this condition is just an example). Also I see little problem with score vitory at 200th turn. Maybe even set 200 turn limit right from the start.
Also the amount of damage one can do with previously described "taking science capital and selling science buildings" might make games "more explosive", breach of such city, with additional loss of couple important techs might turn the game much quicker than only temporary loss of city.
@evan thanks for that effect, missed it as I was looking only at game and techs, though it was not important in making costs constant, but it made everything more sensible by allowing techs cost exactly what is stated in their definition.