FTL

If a civilization has not discovered FTL technology, they have a very high weighting added to all FTL techs. Enough weight that they are very likely to unlock an FTL option very quickly. By default I want the players first game to start pre-FTL to let them get oriented. Than every game after that default to an FTL start. There will of course be an option for the player to change this default and when creating a game it will be one of the options.

Options:

Long pre-FTL: Civilizations can travel between solar systems before FTL is invented at a much lower pace. Increases the level of asymmetry as it is very likely that civilizations will develop FTL at varying times.

Pre-FTL: Civilizations quickly discover FTL, this option lets players have a little more control over what FTL type they want as they can target the field of research they want.

Post-FTL: Civilization have recently discovered FTL and are about to embark into the stars. Civilization starts will all have chosen an FTL option in creation as some FTL may be stronger than others so a point system during creation could balance that.

Possible FTLs:

Mass Effect: A special material is discovered that manipulates gravity. Related to the field theory field of science. Should also have a Mass Effect field of science so you can choose between learning about how Mass Effect works (Field Theory) or just assume that it does and work on how to use that effect (Mass Effect).

Wormhole: A wormhole appears. First exploration likely results in losing a ship but eventually research unlocks the Wormhole field of research. You research it as much as you can with the ability to generate near endless raw data until it vanishes. (It is possible to stabilize it before it vanishes, but very rare?) Another option could be that the wormhole goes unstable, the civilization must have either learned to stabilize it by then or risk the system being wiped out.

Tachyon Storm: A large enough number of tachyons pass through to make their presence known. This unlocked the Tachyon field of research and creates an event where one can research the storm for related raw data until the event ends.

Warp Gate: An ancient Warp Gate is discovered. Using Engineering you can get the date up and running again, and with research into the newly discovered Warp Theory field of research you can learn about traveling by warp lane. And even learn to make your own warp gates. The ancient warp gate lets ships travel from it much faster than normal. (Eventually it's discovered that the gate itself can be warped?)

Slingshot: An ancient structure is discovered. This "slingshot" uses field theory to shoot ships at FTL up to a maximum distance. Engineering gets it up and running, while research lets you build your own. The structure is a source of space station and Field Theory raw data.

Hyperspace Anomaly: An anomaly appears in, or near, the system. Interacting with the anomaly unlocks the Hyperspace field of research and has a number of other possible effects. Such as the ship vanishing into hyperspace, the ship travels through hyperspace or some other ideas. Unsure whether the event is timed, lasted until interacted with or a semi-stable anomaly that loses loses stability each time it is interacted with and over time.

Psionics: Discover a cache of knowledge about psionics, possibly left by an ancient civilization to lead other's to enlightenment. Unlocks the Psionic field of research. If it is a temple left by an ancient civilization it should also continue to give events about leading the civilization down a certain path. This would lead to decisions about how far the civilization wants to follow the temples path and the temple and civilization could eventually end up at odds with each other.