Science is fundamentally unbalanced and unbalancing.
1) A personality is explicitly balanced off of science [sage]
2) Two buildings are balanced off of science [libs, schools]
3) Several races, buildings, and personalities are implicitly balanced off of science [every income modifier in the game]
4) The proposed implementation of Undead is explicitly balanced off of science [-20% science effectiveness penalty]
So now you wonder, "well Zauper, what's the problem with this?"
It begins here:
1) The justification for removing science caps was to disincentivize pumping, and encourage 'an age-long commitment'
2) This was furthered with the move from purchaseable science to science 'drafting'
3) However, these measures have failed to achieve their goal; now the goal is to spend as much of the age as possible pumping science, and those kingdoms who choose to not do this are penalized
a) if you are prepared to fight, your draft is higher and thus your income lower, lowering the amount of science you can purchase
b) if you do actually fight, the amount of science you can purchase is capped, even in a world where you had the income to purchase more science
4) Since many of the functions of the game are balanced around science, the difference between me at 1% income science and you at 70% income science is drastic, and fundamentally alters the way that everything else in the game interacts.
My proposal:
Make science purchaseable again and cap the bonus affects.