Research Spending Issues in 1.03

Again, I don't know if these are fixed in 1.04, but I've noticed some annoying problems with Research spending that I hope could be addressed:

1. Clicking one notch on the research spending slider to move the weight by 1% doesn't update the display or the numeric totals, making it seem like there is no change. If you leave the screen and come back, you'll see the change. Otherwise it takes two clicks and you move it 2%. Very annoying and can be misleading if you think you have sufficient spending and don't.

2. On the tech research selection screen, it doesn't seem to change to "Next Month" even if you have sufficient spending for next month (confirmed by advancing the turn even when it says "1 month left" and getting the tech) but instead requires a little bit "extra" before the title will change. The amount is usually very small, no more than a few hundred credits, but again can lead to wasted money spent, particularly since the effect exists several turns "out" as well. This becomes particularly annoying if you hit a +25% research event and are trying to figure out what to adjust your spending to... if you don't have the exact number, you can't trust what the slider says to be correct.

3. Finally, on a more "less of a bug, more of a feature" note, given the above difficulties and others, it would be nice if you could have "bleedover" spending in the tech tree. It's very annoying to be spending, say, 2500 cr on research a turn, then need to research a smaller 500 cr tech and have to adjust your sliders for all of one turn so you don't lose all that spending. One could argue for bleedover for social and military production as well, but that would be a lot harder to implement. But for research it would seem to be fairly easy to do.

Bruce
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