There seems to be some kind of conflict between repeatable techs that have max and the random selection of tech cards once a research is completed.
Everytime I complete a research I'm supposed to be shown a pool of 6 new ones, given my government choice and completed techs, but sometimes the pool has less than that. In fact, sometimes the list is empty.
My assuption is that this has to do with repeatable techs that have been researched all the way to their max level. Most repeatable ones do not have a max level, but there are two in physics and one in social that do. In fact, the problem is most common in the former group, and doesn't seem to happen in the engeneering group at all.
I'm assuming that, as the random selection is filling the pool of available tech cards, if it chooses a repeatable one that has been researched to the max then it just 'gives up' on the remaining of the task (even if this means the pool will remain empty).
I can see the coding wisdom of avoiding an infinite loop, specially consirering that there may be mods that will remove all repeatable techs, but I think there are other ways to hadle this. For instance, the code could treat all repeatable techs of a particular field as a sub-deck containing only the valid ones, then only 'give up' drawing cards from it if the sub-deck is empty.
Admitedly, since the selection is random, it isn't easy to reproduce the problem, much less verify that any potential fix was effective. it is more likely to happen by having a larger pool and all normal techs already completed.
Everytime I complete a research I'm supposed to be shown a pool of 6 new ones, given my government choice and completed techs, but sometimes the pool has less than that. In fact, sometimes the list is empty.
My assuption is that this has to do with repeatable techs that have been researched all the way to their max level. Most repeatable ones do not have a max level, but there are two in physics and one in social that do. In fact, the problem is most common in the former group, and doesn't seem to happen in the engeneering group at all.
I'm assuming that, as the random selection is filling the pool of available tech cards, if it chooses a repeatable one that has been researched to the max then it just 'gives up' on the remaining of the task (even if this means the pool will remain empty).
I can see the coding wisdom of avoiding an infinite loop, specially consirering that there may be mods that will remove all repeatable techs, but I think there are other ways to hadle this. For instance, the code could treat all repeatable techs of a particular field as a sub-deck containing only the valid ones, then only 'give up' drawing cards from it if the sub-deck is empty.
Admitedly, since the selection is random, it isn't easy to reproduce the problem, much less verify that any potential fix was effective. it is more likely to happen by having a larger pool and all normal techs already completed.
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