I think Malkari had a similarly innovative research system.
As I recall, it had a more or less standard research system of 'N points gets you tech Y', but with some important twists. First, you can spread your points between 'new tech' and 'upgrade to existing tech'. Second, you get free research points just by USING technologies! (also you get some from your numerous allies)
So let's say you pour a bunch of research into engines until you get a nuclear drive, then you never touch engine research again. Each nuclear engine you build...that gives you points, that you can move a slider between 'improve nuclear engines' and 'research the next thingy'. Any of your allies that don't even have nuclear engines yet get a tiny bit of research for you using them, so people don't fall behind too much. Every turn that you drive your nuclear engine, or shoot your gun, (or maybe just have those parts in service), you get MORE points, like 1/10th the amount from building one...so fifty months down the line, your old first gen engines can still be getting better, if you keep improving them instead of pumping all your research onto the new best stuff.
You could still be a relatively peaceful player who focused on research...but unlike in MOO, you'd get a very nasty surprise as soon as you discover that your warlike enemy who spends all his research on ships has gotten a lot of free refinements to his own guns just from using them so much, so his ships are cheap and fast to build. I mean seriously, wtf GalCiv2, that whole "getting a hundred years more advanced wartech than your constantly-fighting enemies without ever firing a shot" is lame.
It was a fun system and seemed pretty fairly balanced, and their ship builder was way more awesome than MOO's (although designed for small skirmishes instead of massive fleets). Combat itself took place on a 3d grid, one combat turn per one game turn, so you could bring in reinforcements.
Only problem is, the game doesn't run on XP or later