interesting, does the game tell you the number of research points a given tech uses? Also, is the +250 research points indicated anywhere in the UI?

thanks

I'm not sure the +250 research points is even displayed in-game. As **Larsenex** has noted, this appears to **modified **based possibly on whether you have research tile resources or research building(s) on your starting planet(s). However, no access to game code = everything is observational inferences, and then some speculation & conjecture.

**DISCLAIMER: Long post with math! You have been warned!**

As for how to figure out how many research points a tech uses: you can plow through the XML data files to figure out what techs cost what. Based solely on the information displayed in-game however, you can estimate the **possible range** of the remaining cost, which will be equal to:

[(Total Research Point Generation) * (N - 1) + 1, (Total Research Point Generation) * (N)].

Range = (Research Per Turn) - 1.

where N is equal to the number of turns it takes to finish researching that technology, **if your current research point generation remains static throughout the course of researching that technology** (which it likely won't, but I digress).

For example:

Say the technology "I*-Can-Build-A-DeathStar*" (has a hidden cost of 3300 research points and we have not spent any research points towards yet) takes **9 (a.k.a. our 'N')** turns to research, with a current **research point generation of 390**.

Therefore, we can estimate that the total **remaining** (but conveniently equal to the **total** cost because we have not started to research it!) cost of "I*-Can-Build-A-DeathStar*" to be in the range of:

= [(9 - 1) * 390 + 1, 9 * 390]

= [(8 * 390) + 1, 9 * 390]

= [3121, 3510]

Range = (390 - 1) = 389

Therefore, we can conclude that "I*-Can-Build-A-DeathStar*" costs between 3121 and 3510 research points. But what if you want a more accurate estimation of this? You would simply have to **reduce your research output** (temporarily of course, until you actually start researching! ), with your sliders & whatnot (if you have a lot of planets with their custom sliders, I'd suggest making a save-file before trying this!).

For example, say if we reduced our **research point generation to 86** research/turn (and causing the N number of turns needed to increase to 39, so ** N = 39**), we can make a new, more accurate estimation at the total research cost of "I*-Can-Build-A-DeathStar*" to be in the range of:

= [(39- 1) * 86 + 1, 39 * 86]

= [(38 * 86) + 1, 39 * 86]

= [3269, 3354]

Range = (86 - 1) = 85.

**You may have realized at this stage (as zuPloed pointed out in the previous post): "if we set our RPT to 1, we'd be able to perfectly calculate the research cost (N * RPT = Cost)! D'oh!". That is a perfectly correct assumption as well!**

**However**, setting your RPT to exactly 1 with multiple planets may not always be easy and **sometimes impossible** (e.g. you built a Thulium Data Archive... which gives a flat, non-negatable bonus that ignores your production slider), so this method is a just a decent way to **approximate the hidden, remaining, research cost**, short of trying to find the corresponding XML entries in the game data files.

*Interesting to note is that this is also very similar to the mechanism you may have used to approximate the slope of a curve in a pre-calculus class at school (e.g. before you learned to take derivatives).*