Unrest can be countered though, by playing a low-gildar-requirement faction or focusing on unrest reduction improvements or champions. The tech reduction is a hard limit and while you can focus on improving research, the 10% will always be there.
In theory, no. You can counteract the 10% unrest with bell towers, town halls, clerics, shrines, etc... So that you could have 0% unrest despite the weakness.
In practice, yes, for a large part of the game, the 10% unrest will be unmitigated.
But in the grand scheme of things, it does not matter. Both of these weaknesses are terrible, and I doubt anyone takes them. So who cares that one is worse than the other? They are both bad enough for people to go for 'vulnerable to magic' or even 'no ranged'.
Well, -10% research might mean that you will need 110 turns instead of 100 to get a research...220 instead of 200 and so. If you rely only in sov and heroes, it may be negligible (binding, beastlord, quest maps,...).
But if you want full speed in research as the way to develop your empire, then better stay away from that.
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