A test of improving education in Egypt.
To start the test, a player builds a college and becomes its dean. For other players, a college works just like a university and allows to learn and research technologies from several disciplines at a single point.
A college needs professors to teach. Since professors hate nothing more than teaching, they have to be lured by generous research grants for their pet projects (which happens to be unresearched technologies at any university in Egypt). There is only a limited number of professors in Egypt, so all colleges compete against each other. A professor will always chose the college which offers him the highest research grant. Since it is unlikely to attract all professors to a single college, the dean has to chose wisely which professors he intends to hire, for example he could chose only technologies of level 1-6 and attract new players as students or chose only bleeding edge technologies and attract experienced players. Professors are looking for a better job every week after passes.
The dean raises funds for his college by redirecting delivery of research material to his college instead of a university. The materials still end up at the university (though the dean choses which uni and which tech). Funding points are given based on the amount of materials delivered (percentage of needed mats for the technology) and the number of players delivering materials. A college that first completes all materials for a technology (the system has to track the status of the original university and all colleges that compete in research for it) is awarded a Nobel price and the dean is allowed to chose 3 professors who will then ignore all other offers.
A dean gets points based on how many students learn a technology at his/her college.
To balance the test over time, we probably need to weigh different research materials (for example, sand would give less points than moon steel sheeting). If we run out of technologies to research in all regions, Teppy has to invent new ones :)