you don't wanna know how the sausage is made.
Right. To keep things realistic, information on the actual research project cost should never be revealed to the player.
Let me, umm, circle back a bit to the topic of research progress ratings.
I think most players would agree that the existing research progress ratings are... lackluster to say the least. But how to improve them without giving the player any new information?
Currently, after a research project passes the unknown phase, the player can use the progress ratings to estimate the project's base cost. Just the base cost, not the actual cost. The base cost doesn't tell the player much, but it's still useful information. So let's assume that, if a project passes the unknown phase, it's not considered cheating for the player to know the project's base cost at that point, or for the game to use the base cost information.
With that in mind, I propose the following QoL feature:
In the Current Research window, add a new column (or modify the PROGRESS column) to include information on "chance to finish the project".
A few examples:
Base cost=100, spent=0, allocated=50: Chance to finish shows: UNKNOWN
Base cost=100, spent=34 allocated=10: Chance to finish shows: 0% - POOR
Base cost=100, spent=50, allocated=10: Chance to finish shows: 10% - AVERAGE
Base cost=100, spent=50, allocated=50: Chance to finish shows: 50% - EXCELLENT
Base cost=100, spent=100, allocated=10: Chance to finish shows: 20% - GOOD
Base cost=100, spent=100, allocated=50: Chance to finish shows: 100% - EXCELLENT
This is something that the player can already calculate on their own, no new information is revealed to them. It would simply make it more convenient due to the calculations happening automatically.
If, for instance, the player knows that the base cost is 20, then they can calculate that the actual cost is between 10 and 30. So if they spent 10, then each subsequently allocated scientist would give them a 5% chance to finish the project. If they spent 20, but the project hasn't finished yet, then they can calculate that the actual cost must be between 21 and 30, and each allocated scientist at that point would provide a 10% chance to finish the project. Again, any player can already calculate this, but it would be nice if it was more convenient.