Civilization 6 Science explained – how to earn Science and how it works

Civilization 6 Science explained - how to earn Science and how it works

Science has always been our personal favorite among victory condition resources, thanks to that satisfying feeling of navigating through the tech tree toward the end of the game and the rewards that come with it. Amassing Science in Civilization 6 is no different and will also play a crucial role in any game thanks to some integral technologies that unlock as you progress.

Almost any civilization can benefit from a strong scientific income, regardless of its objective victory condition, so maintaining that income is one of the most important things you can do to ensure a healthy endgame.


Civilization 6 Interview: 18 minutes with lead designer Ed Beach (plus some new gameplay)

Here, we’ll focus on explaining how exactly science works for newcomers and inactive Civ players, while also bringing together all the ways to get science specifically into one all-consuming list. The goal, then, is for this guide to play a complementary role to our other guide dedicated to Science Victory, which contains more detailed tips for winning the game through technological advancement.

Meanwhile, if you’re looking for more resource-focused Civ 6 guides, we also have pages on how to earn gold, how to earn faith, and how to earn culture and tourism in Civ 6.

A quick note: We’ve updated the Civ 6 guides for the game’s release on Nintendo Switch, but keep in mind that they contain information about the Rise and Fall DLC as well as the base game, which means some things only apply if you have that DLC! Otherwise… keep going!

A university district ideally located between four adjacent mountain tiles – more on this below!

What is science and how does science work in Civ 6?

Science is a per-turn income that dictates how quickly you progress through the Technology tree, which is the key to unlocking many of your civilization’s most important features. Your military, resource production, cultural production, tourism, services, housing, and more are affected by the technologies, wonders, buildings, and more unlocked by accumulating science.

You can view the technology tree by clicking on the blue circle at the top left of the screen; there you will notice that not only the various technologies are listed, but also their various Eureka moments: a new addition for Civ 6.

Eureka Moments are specific boosts from the Tech Tree, which will do exactly that (boost your progress towards relative technology) when activated. We recommend spending some time brushing up on them in-game, as learning the art of timing Eureka Moments with your new tech research will be a crucial skill, especially on higher difficulties and in online play.

A key point to remember is that if you have already researched more than half of a technology that is then boosted, you will have wasted all the extra research turns that took you past the halfway point. Therefore, always look for an ideal boost before researching a technology completely, or at least do it before it reaches halfway, to make the most of your precious science per turn.

How to Get Science: All Methods to Get Science in Civilization 6

Mod cons

  • +5% non-food performance (which includes science) when the city is happy (has more services than necessary).

The citizens

Palace

  • +2 Science in your capital.

Policies

  • Military Research: Military academies and seaports generate +1 science;
  • Five-Year Plan: +100% adjacency bonuses for campus districts and industrial zones;
  • Market Economy: International trade routes provide +1 gold, +2 culture, and +2 science for luxury and improved strategic resource at the destination;
  • Natural Philosophy: +100% College District Adjacency Bonuses;
  • Rationalism: +100% campus district buildings science;
  • Trade Confederation: +1 Culture and +1 Science of International Trade Routes;
  • International Space Agency: +10% science for each city-state you are ruler of;
  • Raj: +2 Science, Culture, Faith and Gold of each city-state of which you are Sovereign;
  • Inspiration: +2 Great Scientist points per turn;
  • Nobel Prize: +4 Great Scientist points per turn.
  • Monasticism (Dark Ages): Science doubled in cities with a Holy Site, but Culture -25% in all cities.

Good people

  • All great scientists will provide a boost to scientific progress in one way or another, from unlocking technologies to providing technological upgrades, but the following will specifically increase your scientific income:
  • Albert Einstein; Charles Darwin; Galileo Galilei; Hildegard of Bingen; Hypatia; Isaac Newton; Janaki Ammal; Maria Leakey.

Religious beliefs and the Pantheon

  • Divine Spark: +1 Great Person point for Sacred Places, Campuses and Theater Squares;
  • Wat: allows the construction of Wats (see buildings below);
  • Administration: Each campus or shopping center district in a city that follows this religion provides +1 Science or +1 Gold respectively.
  • Intercultural dialogue: +1 science for every 5 followers of this religion in other civilizations.

To the future!

Resources

  • Mercury (+1);
  • Tea (+1);
  • Aluminum (+1);
  • Iron (+1).
  • Turtles (+1).

wonders

  • Great Library: +2 Science, +1 Great Scientist point per turn, +2 Great Works of Writing slots;
  • Oracle: Sponsoring Great People costs 25% less Faith, districts in this city provide +2 points of Great People per turn of their type;
  • University of Oxford: +20% science in this city, grants 2 free technologies chosen at random when completed, +3 Great Scientist points per turn, +2 Great Works of Writing slots;
  • University Research Scholarships: District-based project that provides Science and Great Scientist points when completed.

Trade

  • Trade routes provide returns based on the districts of the destination city. Trade with a city that has a university district to obtain science through that route.
  • Routes that pass through trading posts (which are automatically set to a location once the trade route has been successfully completed) award bonus returns.

If your desire for Civilization 6 knowledge is still strong, expansion owners should take a look at our Civ 6 Rise and Fall guide hub, which takes you through the basics of everything new, while we have pages dedicated to Governors and Loyalty, plus how to earn Golden Ages, Era Points and Era Score through Historic Moments, and a full list of new Civs in Civ 6 Rise and Fall and other DLC. Otherwise, our Civilization 6 guide, tips and tricks cover the essentials before you master early, mid- and late-game strategies. We also have tips on the new Districts feature, a list of Leaders with their Traits and Agendas, plus the best ways to get Gold, Science and Faith, how to win through Religious Victory and how to get the elusive Scientific Victory and Military Domination. victory. Finally, Cultural Victory, Foreign Tourism and National Tourism are explained in depth here.

university district

  • +1 Great Scientist point per turn; +1 Science for each adjacent Mountain; +1 Science for every 2 adjacent Rainforest tokens; +1 Science for every 2 adjacent district spaces; +2 Science for each citizen who works on the Campus tile; +1 food from National Commercial Route destinations with Campus; +1 Science of International Trade Route destinations with Campus.

Buildings

  • Library: +2 Science, +1 Citizen space on the Campus tile, +1 Great Scientist point per turn;
  • Madrasa (Arabia exclusive, replaces University): +5 Science, Faith bonus equal to Campus district adjacency bonus, +1 Housing, +1 Citizen slot, +1 Great Scientist point per turn;
  • University: +4 Science, +1 Housing, +1 Citizen slot, +1 Great Scientist Point per turn.
  • Research Laboratory: +5 science, +1 citizen slot, +1 great scientist point per turn.
  • Wat: +3 Faith, +2 Science, +1 citizen slot for the Holy Site district.

Diplomacy and city-states

  • Geneva – 1 Sent: +2 Science in your Capital; 2 Evoys: +2 Science in each Campus district; 6 sent: +2 bonus science in each campus district. Suzerain Bonus: Your cities gain +15% Science as long as you are not at war with any civilization.
  • Hattusa – 1 Envoy: +2 Science in your Capital; 2 Evoys: +2 Science in each Campus district; 6 sent: +2 bonus science in each campus district. Suzerain Bonus: Provides you with 1 of each strategic resource you have revealed but do not own.
  • Seoul – 1 Sent: +2 Science in your Capital; 2 Evoys: +2 Science in each campus district; 6 sent: +2 bonus science in each campus district. Suzerain Bonus: When you enter an era, gain a random Eureka Moment for that era.
  • Stockholm – 1 Sent: +2 Science in your Capital; 2 Evoys: +2 Science in each Campus district; +6 Envoys: +2 additional Science in each Campus district. Sovereign Bonus: Your districts provide +1 Great Person of their type.

Categories: Guides
Source: ptivs2.edu.vn

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