Are you saying that excess research points can carry-over in a non-path-specific way?
Yes, exactly. I use this in every game even multiple times - if used wisely, you can research more techs than usual.
That is, i often see that i have gained a tech or two and also made some progress on one more in a single turn ("carry-over"). But that carry-over was on the previous path, not able to be re-directed to a new path.
This is not what I ment with "carry-over" or overflow.
What I ment is that RP of turn 1 will flow additionally into the production of turn 2.
This can have only 3 reasons:
1) end of tree
2) RP's still not replenished after researching +1 techs as the player has planets under control.
3) research hits into an already researched tech.
Notes on
1) some ends of the tree will consume the RP's fully - e.g. all 3 weapons. Carry-over isn't possible there.
2) in DL the "+1" is void.
3) if this happens at a crossection of different branches of the tree - the research will sometimes continue on another branch instead.
To be precise - when this situation as you describe (in the quote) happens then this does prove that NO carry-over did happen; ie. RP's were directed into a tech and got completely sated into the tech.
So, you see, an indicator of this carr-over is most likely when your research comes to halt at the exact end of a tech, ie. the new turn begins and the new tech in the the queue is entirely untouched.
Another indicator of an existing RP overflow is when your SurveyVessel/ FlagShip encounters an anomaly such as the "1bc lucky day"anomaly and suddenly, the queued tech is researched - or, if the carry-over wasn't big enough - its time goes down.
Did your ZYW example use the Thalians? You have really done that?
Yes, 2 hours ago, before I posted my reply. This thread arose my interest as I use this feature every time - although usually never on pre-requisite techs. So I wanted to see how it will work.
BTW it works exactly the same with all races.
If so, then the extra research points are not lost after all, counter to what i had thought
Indeed. But as I said, there are many exceptions in the techtree. and if you don't know, simply test it.
Before ending a turn, quicksave, then proceed.
Next turn, kill all production and end turn. If "carry-over"/overflow is there, you will see it in the decrease of time a new tech needs to be researched.
Once you know, reload your quicksave.