Cities generate science at 50%, research happens automatically
This is the first tech card, designed to be the bare minimum for tech to progress (but not have all its effects).
Cities generate research. Initially always 50% of their commerce output (no slider adjustments yet). TBD if that is rounded up or down (if it generates 3 commerce, does it give 1 or 2 to tech?).
Each civ keeps track of which techs they know. They choose techs randomly from among those that they are able to research. Need to have a method to keep track of which ones are available to research, maybe that is a different card.
As part of post-turn processing, advance the progress on finishing research, and if appropriate mark it as done and select a new one.
Show the tech being researched in the lower-right, with an estimate of how many turns are left.
I'd like to implement this. Seems easy enough.
@lexer-gamedev It looks like it's already implemented in #529
@lexer-gamedev there's still lots of interesting tech-related stuff that can be done if you're interested.
The next tech steps have a mix of difficulties, and many of them are independent:
- displaying unit icons unlocked by a tech (and allowing them to be built)
- displaying building icons unlocked by a tech (and allowing them to be built)
- figuring out how to pick which of the tech textures to use depending on the number of icons to display (there's a todo for this in
ScienceAdvisor.cs - connecting resource visibility to techs (like only showing iron after iron working)
- adding a simple AI player tech picker, which could be hardcoded or random to start
- importing the "not needed for era advancement" signal from the biq files in
ImportCiv3.cs - displaying the "not needed for era advancement" signal in the science advisor ui
- implementing era advancement
- adding a popup for tech selection, right now it can only be done via the science advisor
- properly displaying gold per turn in the right hand corner ui
- improving the domestic advisor so we can see the effect of moving the science slider
#528 also added two TODOs to C7Engine/EntryPoints/TurnHandling.cs that are somewhat related to science, those should be pretty simple to address.