Wating 108 turns for "Victory", yeah a bit boring.
However spending 20 turns just to find/steal/whatever something could hamper beyond recovery a game.
I'm all in for a bit of luck as a factor, but clearly luck here can overwealm good strategy and planning.
But, I think the same can be achieved by giving alternate paths to finish a research, so instead of "Tech A + Tech B allows researching Tech C", the game can give you alternative research paths for certain techs (not all) like
"Research A while having 2 Research Resources for Y turns allows researching Tech C paying X credits"
or
"Research A and Research D allows researching C"
or simply adding alternative paths with a failure chance
"Rearch B + X credits -> 70% chance to research C in Y turns" (of course there is a 30% chance of losing Y turns and X credits)
That way there is no fixed path to obtain a tech (excluding conquest, spying or trading), and risks can be weighted (whether by risking time/money or "getting" a resource that could trigger war)
Of course those ideas must be tweaked and balanced