Research goals and overages

Damn you scientists, stop playing tabletop RPG's if you finish the research after only a few moments into the turn!

Greetings everyone!  I have to say, I love the tech tree, however, it can be a bit daunting for me to keep up with. Firstly, I think it might be helpful to have a research adviser that chooses what technology to pursue, where you tell him your desires in broad strokes.  "I want expansion" will cause him to focus on social structures such as farms, as well as scanning and drive technology, etc.

 

Also, I am not sure, but I think if scientists finish the work they'd researched, even if they were only a sliver from success they simply stop where they are. It would be nice if they either immediately worked on something else, where you could queue research much like you queue buildings, or if they 'banked' their research, representative of the scientists relaxing and taking a break after their success, returning to their research with a refreshed, invigorated mind after you choose another project.

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Reply #1 Top

Advisors would be a good idea if they only recommended a research path along the paths you want not choosing  techs. Otherwise I would want to shut off so.done who doesn't let me decide my research goals. I think the advisors should give advice based on your past research and what your empire needs. The que idea would come in handy if you like researching the same ki and of path like me. I would like to be Able to clear my que. Not affecting what I'm currently researching. Examples for this I don't research xeno communications until I meet someone. I don't have military techs until someone starts to bully me. I don't have farming techs until one of my planets is one billion below the max. I don't research terraforming until one of my planets tiles are used up. I don't research range speed sensor  and minuturazation techs un til I can't find no more anomoly techs. Here are some examples of why I might need to change my ques around. If we end up with the ability to have multiple players researching the same tech. Then the que option is viable as long as the alliance lasts. I never thought this before but if the alliance dissipates the total tech points would change. It's better described by example. Let's say two five is researching a big tech with two thousand tech points a turn that comes from a specialized tech tree. By them selves neither civil could research the tech because it required combined research. The other civil abolished the alliance or went to war with you. Instead of two thousand tech points per week of combined points. It would fall down to each five maximum tech points until the research is done. This would dissolve the rest of the specialized techs in the que. You may need to modify the que. If you are confused I would only like the research advisor give me advice on this. I like the que idea. I would like to add the ability to combine multiple five research ability.

Reply #2 Top

Having a research queue off to the right of the tech tree would definitely be a nice feature - particularly if you're in the late game and want to queue up a bunch of early game techs that you hadn't gotten around to researching earlier (thus, you would be generating enough research to finish several in one turn).

Reply #3 Top

Yeah, choosing the adviser was meant as an option, not a requirement, and the reason I went with having them work on a preset (war, expansion, social, etc) rather than suggesting to you what to select, is because in late game, if you're playing catch-up with old technology, being asked which of the 5 techs you would (ideally) like to learn in one turn could be cumbersome, in the same way that turning on a planetary governor and having the game merely suggest what you should click would not be much of an improvement!