Can't research Refined Economics [= missing description]

In the following saved game, Refined Economics needs only one more turn to complete: https://www.dropbox.com/s/np4ljkvmn11hajf/before.EleSav. Next turn, I get the usual message (among others) that Refined Economics was researched plus the question what to research next. But the research screen does not know anything about Refined Economics and I can select it again: https://www.dropbox.com/s/1szb25hq3i1pock/after.EleSav.

7,787 views 8 replies
Reply #1 Top


That is due to the fact that Refined Economy can be researched multiple times, giving the benefit each time.  I'll admit the description isn't very clear though =\  There are quite a few endgame techs like that. 

Reply #2 Top

Ah, thank you. I changed the heading to avoid false alarms.

Reply #3 Top

This is from the xml (emphasis mine):

<DisplayName>Refined Economics</DisplayName>
<Description>Knowledge gleaned from this research will give your settlements a 10% bonus in Gildar production; you can research this discipline continuously. As your traders and merchants gain a greater understanding of marketplace practices, they - and you - will see increasingly positive results.</Description>

All of the Refined techs state this in their description. The only exception is Refined Agriculture, which is missing this part (but it is still implied through the advisor text).

Reply #4 Top

I have never seen this text before because I always relied on the tooltip and double-clicked on the tech. It is only through your explanation that I discovered it. Which means that a hint like "repeatable" in the tooltip would be desirable.

Reply #5 Top

Unfortunately, the "can be researched continuously" isn't entirely accurate...  You can research them an unlimited number of times back-to-back, but you have to re-select it each time.  You can't just select it once and then (continuously) research it until the end of time.

My main complaint about the "Refined X" techs isn't the description, of course.  It's that, when you get to that stage in the game, you have to go into the research screen and select them every turn or two, regardless of whether you're changing techs or not - there are just too many research points coming in, so they're completed annoyingly quickly.  (And it's made even worse by the time that it takes the research screen to load.)

My suggestion would be that the cost of repeatable techs should increase each time they are repeated, either linearly (X the first time, 2X the second, 3X the third, etc.) or exponentially (double the cost each time).  This would have the additional (IMO beneficial) effect of encouraging diversification of "Refined" tech research instead of just plowing ahead with one indefinitely.

Allowing you to use the "continue research" button to keep going on the same tech without having to go into the research screen would also be a big improvement.

Another nice thing at that stage would be some option for converting research points into other resources when there's nothing worthwhile remaining to discover (e.g., a "research consumer goods" option that converts research points into Gildar at, say, a 5:1 ratio).

Reply #6 Top

My only grievance with these techs is the lack of different UI on they're part, they are obviously different in nature, so I would like some UI icon to reflect this, but alas alot of the interface I would change if I was emperor... (of Stardock - And prolly had infinite money as well, since these things hurt too).

Sincerely
~ Kongdej

Reply #7 Top

Ive added an icon to them with a tooltip in 1.2

Reply #8 Top

Quoting Derek, reply 8
Ive added an icon to them with a tooltip in 1.2
End of Derek's quote

Yaaay :rofl: