I Was thinking the same thing, but I wonder if it would be better to make it a little less clear how long something takes to research after all when you are going to research something you don't necessarily know how long it will take to figure it out
Distant Worlds has something similar where a tech might take 10 months to research but 3 months in you might get a message that says you've had a set back and had to start again, or you've had a breakthrough and it'llbe finished early.
Unless you're at the point where you're generating so much research you could finish more than one tech a turn, at which stage I'm not sure you'd really need to micro it as you're clearly winning the game?
I'm just after turn 200. I can generate up to 10,000 research points per turn. So if I went back and picked up some early techs that cost only 800 points or so, that means I should be able to get 10+ per turn. But since you can't get more than 1 tech per turn, you can still over allocate research points and "waste" production.
Yes I'm wining that game. But I'm winning because I'm better at resource management than the AI.
The more info the player has (like actual resource point costs) then the better they can play the game. I can already get the info using the method I outlined, but I'm looking for a way to cut down on the micromanagement. Less empire logistics accountant, more empire overlord.