Show research cost

Currently you can't see the total cost for a technology but you can see the total number of turns to get the tech. By changing your research output you can actually work out the research cost; i.e. if my output is 20 rpt and the time it takes to research a technology is 4 turns and I keep upping my output till it hurts 30 and the turns to complete drops to 3 I now know the cost is 90.

Seeing as this is deducible, why not show research cost? This would allow people to calculate how long it will take to achieve a certain strategy :)

If the cost depends on total amount of technologies you currently have then just showing the current value of a future (read not currently research-able) tech, even if it changes as they research other techs on their way towards it, it gives a rough idea and at the very least helps for current techs

10,029 views 14 replies
Reply #1 Top

I very much agree, thought I was missing something... It's really annoying to constantly having to change sliders to figure out how much a tech costs.

Reply #2 Top

I find it very strange this request is still not fulfilled. 

Seems like a very minor and easy to implement thing which prevents power-gamers from playing the game.

Reply #3 Top

Yes, please please add this!!

Reply #4 Top

I find it strange that it is not in yet.

Reply #6 Top

It still isn't shown and I am at a total loss as to why!

Reply #7 Top

I've just posted it in the steam GalCiv3 wishlist thread...im sure it was done already, but pushing it again might help :P

Reply #8 Top

Showing the points, is not so much a problem, the issues mostly come from the fact that cost changes as the game goes on, depending on how many techs you have researched, and in what branches, as well as any bonus you may have, events underway, or even game settings.

That said I will see what i can do.  

Reply #9 Top

The fact that research points to the tech at different stages can be different is understandable. However, if they are visible, give a certain convenience in planning. By the way, it would be good also to show the remaining number of points for discovery science on the main screen (top right).

Reply #10 Top

Quoting mormegil, reply 8

Showing the points, is not so much a problem, the issues mostly come from the fact that cost changes as the game goes on, depending on how many techs you have researched, and in what branches, as well as any bonus you may have, events underway, or even game settings.

That said I will see what i can do.  


Hey,

First of all thanks for your reply!

So it's non linear, had no clue about that. 

I mean, under Govern we see how much Science per turn we produce, we also see that number in the technology screen, some sort of non-turn-figured indication would really help out min/maxers better...with nearly 100 hours in the game and no previous franchise experience, I almost feel like that everytime I go for the next research it's a sort of lottery finding out how many turns I need for the next tech...

Still, game is awesome :) 

Reply #11 Top

Thanks. I'm sure we can find a way to make the research cost and time, easier to understand. 

Reply #12 Top

I'd rather not, since it encourages micromanaging.

Generally speaking, we want a system where you don't touch the wheel much at all, except when making major decisions.  Micro-managing to get a specific item (whether it be production or research) is to be discouraged.


Yes, it's probably a easy technical fix. I'd vote against it because it's harmful to overall gameplay, in that it encourages a form of play that's not in line with the game's philosophy.

Reply #13 Top

Quoting trims2u, reply 12

I'd rather not, since it encourages micromanaging.

Generally speaking, we want a system where you don't touch the wheel much at all, except when making major decisions.  Micro-managing to get a specific item (whether it be production or research) is to be discouraged.


Yes, it's probably a easy technical fix. I'd vote against it because it's harmful to overall gameplay, in that it encourages a form of play that's not in line with the game's philosophy.


Lol ... so let me understand your point:

"I produce 30 science p/t, X tech requires 10 turn, that makes the science required something between 271 to 300, but no Stardock, do not show me that........the wheel...against game philosophy"....ermmm you mean the same game philosophy that gives you the ability to unlock Interstellar Government?

Also, production costs have a numeric figure, so does wealth, so you can reverse engineer, really....you're just being hostile to be hostile

Reply #14 Top

Quoting trims2u, reply 12

I'd rather not, since it encourages micromanaging.

Generally speaking, we want a system where you don't touch the wheel much at all, except when making major decisions.  Micro-managing to get a specific item (whether it be production or research) is to be discouraged.


Yes, it's probably a easy technical fix. I'd vote against it because it's harmful to overall gameplay, in that it encourages a form of play that's not in line with the game's philosophy.
I am all for not tailoring your output every turn. What prevents this however is not obfuscating the value needed, but having mechanics in place which make micro management obsolete.

On emechanic that is allready in, which does this, is 'stored research'. If you have more research output then you need to complete a tech, it is saved up and can be used next turn. (You have the same for shipyard and planetary manufacturing).

What would be a nice thing to add is being able to spend it all within one turn. It works for intuitive and benevolent traits, I am almost certain it does not work for normal stored research.

So, I am all for revealing how much stored research a player has at any time and the absolute research cost at that point in time. It should be possible... I mean, how else are you calculating the turns required to be displayed?