I really like the idea of eurekas/inspirations, but not the way they implemented it. Swapping out research to wait for the boost to finish it makes no sense, and is not particularly fun either. I have two different ideas for how to fix this:
- Eurekas/inspirations can only trigger before starting research
- Eurekas/inspirations don't give a flat amount of science/culture for a tech/civic, it gives a percentage modifier to research. So for example, say you start researching Writing, and get 60% of the way through before meeting another civ. Instead of finishing the tech immediately, during the remaining 40%, you will now get higher research output.
I think both of these make more sense, and they reduce the incentive to swap out research, as you will get less out of it the longer you research an unboosted tech/civic. I personally like number 2 better, as it means you will never do much worse by starting research earlier.
Let's do some examples! For the following scenarios, I will describe the results using my two ideas above, identified by their numbers, as well as the current system, identified by the number 0.
Scenario 1
A tech costs 30 science, and you are producing 1 science per turn. You get a boost before you start research.
0: Research completes in 18 turns (12 research points received for free before research starts)
1: Research completes in 18 turns (12 research points received for free before research starts)
2: Research completes in 18 turns (tech output increased to 1,67 while researching boosted tech)
Scenario 2
A tech costs 30 science, and you are producing 1 science per turn. You get a boost after researching 30% of the way.
0: Research completes in 18 turns (12 research points received for free during research)
1: Research completes in 30 turns (no boost was received, tech received 3 turns later than if you had waited for the boost)
2: Research completes in 22 turns (9 points were generated without boost, tech output increased to 1,67 for the remaining 13 turns)
Scenario 3
A tech costs 30 science, and you are producing 1 science per turn. You get a boost after researching 50% of the way.
0: Research completes in 18 turns (12 research points received for during research)
1: Research completes in 30 turns (no boost was received, but the tech was still received 3 turns earlier than if you had waited)
2: Research completes in 24 turns (15 points were generated without boost, tech output increased to 1,67 for the remaining 9 turns)
Scenario 4
A tech costs 30 science, and you are producing 1 science per turn. You get a boost after researching 70% of the way.
0: Research completes in 21 turns (12 research points received for free after generating the first 21, 3 turns were wasted)
1: Research completes in 30 turns (no boost was received, but the tech was still received 9 turns earlier than if you had waited)
2: Research completes in 27 turns (21 research points generated without boost, tech output increased to 1,67 for the remaining 6 turns)
Scenario 5
A tech costs 30 science, and you are producing 1 science per turn. You get a boost after researching 70% of the way.
0: Research completes in 27 turns (12 research points received for free after generating the first 27, 9 turns were wasted)
1: Research completes in 30 turns (no boost was received, but the tech was still received 15 turns earlier than if you had waited)
2: Research completes in 29 turns (27 research points generated without boost, tech output increased to 1,67 for the remaining 2 turns)
In conclusion:
- With the current system, you are encouraged to swap out techs/civics after researching 60% of the way
- With idea number 1, you are encouraged to make a decision up front: either wait for a boost if you think it is coming soon enough, or commit to researching at full cost
- With idea number 2, you will always get a tech sooner the sooner you start researching it. You will always be rewarded for getting a eureka/inspiration before finishing a tech, although you will be rewarded more the sooner you get it.