i played a megacities game, and i COULDN'T do a magic victory (one victory building per city, so...) and i STILL just got swamped with all the tome unlocks. at some point i started begging the game to let me finish playing with the unlocked tomes before it started harassing me with new ones.
so, how about this for implementation:
- you can always build roads (why is that an unlock in the first place?!?!)
- you can have only two active tomes at a time. you have to research all (or all but one) skills from a tome in order to close it.
- opening a tome cost some small amount of mana. closing a tome without the last skill also cost some mana, perhaps, otherwise, closing a fully researched tome is free
- researching skills from tomes with your highest affinity costs base price
- researching skills from 2nd-, 3rd-, etc, -highest affinities increases the cost of research for those skills
- if you want to, you can later reopen a tome
- in place of road building, there's a general empire-trait-thing that lets you have an additional (3rd) tome open at the same time (if you REALLY wanna push three skill tomes in parallel).
- you CAN have an empty active tome slot, if you want to REALLY streamline your choices.
- you can (maybe) even leave all active tome slots empty, in which case you'd just stockpile research. (this is just so i never have to beg the game again to stop making me open new tomes)
benefits:
- picking an active tome is a short-term commitment. you can't just dip for that one skill, but you also won't forever more be pestered with all the other skills you just don't care for
- highest current affinity makes research costs dynamic. you can either game it to always have your target tome's affinity as highest (if you wanna micromanage and optimise), or you can just go along with it. you can even change your mind mid-way, and power through a few of another affinity's tomes at sub-optimal costs, and possibly have it be your highest current affinity by the time you're researching tier 5 tomes.
- you can choose "tall" research (specialisation), and just rush magic victory, this remains unchanged from the current system
- you can fool around with "wide" research, but researching your 6th highest affinity's tier 1 tome skills should probably cost the same as researching your highest affinity's tier 4 or 5 tome skills. this way, the power-fantasy of playing a true archmage who genuinely knows-it-all is a more impactful achievement, because closing your 6th highest affinity's tier 4 tome is an insane boast. hell, i'd change magic victory so it requires a seed of 1 affinity, a root of another, and a heart of a third.
- overall, researching becomes less of a gamble, and more strategic. they could maybe keep the lock/shuffle mechanics, if you REALLY wanna streamline things, but it wouldn't be strictly necessary.
- going with the last point from implementation, you could even run a magic-less empire. never open any tomes, earn no affinities but the starting ones, and try to beat the world with your plain culture-only units. how's that for a challenge
