Wow! This is really interesting
Nick and I are just on the train back from a skull kissing ritual with Valve, but I wanted to comment on some of this, regarding our current plans regarding the systems you're discussing, and maybe some opportunities here.
First, regarding the genesis for the idea, it's so awesome that you guys can help us solve our problems like this. I love game development.
We had actually *loosely* settled on a pretty nice, simple solution to the problem that is easy to implement but adds depth to the game, whereby the amount of work demanded by overseers (aka artisans, foremen, etc) of work crews is a function of the overseer's personalities. Lazier (or more aloof, or more distracted) overseers demand less time, and so forth. It aligns with one of the philosophies that's interesting to us with the game that the characters' personalities affect the way the game is played. If your boss joins a cult and never shows up to work, most people will slowly stop working, except those who themselves have good work ethics, et cetera.
Regarding technology, I love the idea of creating a system where circumstances can inform characters to develop new technologies, and if we can think of a clean, simple, and robust way to actually code that, I can't see us NOT trying it, but i'm always wary of systems where we need to hand-craft the circumstances in order to make it feel reasonable from the perspective of the fiction. We might not have to, but we'll think on it for a while
We don't have any plans for a "tech tree", because that sort of mechanism is usually an arbitrary illusion of choice in the first place, and it wouldn't really serve a function in CE that is interesting: it'd just be grindy. Our current representation of such an idea is that somewhat random, somewhat ordained circumstances will present the player with opportunities to invest in the analysis of artifacts that the empire (or whomever) sends you, or that you dig up, or perhaps just building 800 buildings gives someone an "idea", and an event happens, sort of like a quest, with some criteria, that if completed will have some outcome on your game.
Such a system could potentially be used to perform some of the concepts that you have been discussing, but right now it's all hand-written, and thus the depth isn't really there right now (there are like 3 events), but the overhead for us to create these things might be low enough to just put in so many that you'll have an interesting time regardless... We'll just have to try it and find out