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Science is one of the main statistics in Civilization VI. It epitomizes your empire's progress in technological and practical matters, and is used solely to research developments in the technology tree.

Mechanics[]

Science is a very streamlined statistic: it has the singular purpose to power your progress through the Technology tree. Each turn your raw Science output, plus eventual lump sums of Science earned during gameplay, are gathered empire-wide and applied towards the technology you are currently researching. Since this is a fully automatic process (tech research starts automatically the moment you found your first city, and doesn't stop until the end of the game), there is very little the player has to do when it comes to Science.

Note that the raw Science output of your empire is not the only way to progress scientifically, but it is still essential!

Sources[]

Science is mainly earned from Citizen Population and the Campus district. As of the February 7, 2018 Update, each Citizen Citizen of a city yields 0.5 Science (with or without the Campus), which makes for relatively good early progress as long as your Citizen Population grows fast. Later, however, you will have to develop additional means for scientific endeavors if you want to keep pace with your opponents.

Buildings, improvements, and the Campus district[]

The center of scientific development is the Campus, which is also one of the first District Districts unlocked in the game. Its adjacency bonuses provide additional Science, as do Specialist Citizen Citizens placed in it (+2 each). Its buildingsLibraries, Universities, and Research Labs — yield +2, +4, and +5 Science respectively and provide major contribution to your scientific growth.

Furthermore, scientific city-states will grant massive amounts of Science (up to +4 Science in every Campus, and an additional +2 in the Capital Capital) based on the number of Envoys Envoys assigned to that city-state.

With the Ethiopia Pack and the new Diplomatic Quarter, scientific city-states may now grant up to +6 Science in every Campus district (+1 Science for each Library, +2 Science for each University and +3 Science for each Research Lab), depending on the number of Envoys Envoys assigned to that particular city-state, plus an additional +1 Science in the Capital Capital.

Most of the time, several well-placed Campuses along with clever playing (for Eureka Eurekas) will ensure your technological advancement is more than enough. But there are many more additional ways to earn raw Science.

The Zoo adds +1 Science to each Rainforest and Marsh tile in its home city. In the expansions, the Aquarium (a mid-level building for the Water Park) provides +1 Science for each sea resource, Shipwreck Shipwreck, and Reef within its city's borders. In Gathering Storm, the Geothermal Plant is introduced as the only non-unique improvement so far that grants Science. It is built on the Geothermal Fissure, a tile feature which also provides Science.

Resources[]

These strategic and luxury resources each add +1 Science yield:

Of these resources, Mercury Mercury, Tea Tea, and Turtles Turtles are revealed at the start (being luxuries), while Iron Iron and Aluminum Aluminum are revealed later. Cities which happen to have these resources close by in the early game will significantly boost your early scientific endeavors.

City-states[]

All scientific city-states provide additional Science in the Campus and its buildings, and some unique Suzerain bonuses also provide Science:

Policy cards[]

Several policy cards also grant additional Science boosts once their conditions are met. These include:

However, most of these policies become available only in the middle and late game, making them a good option for a player going for a Scientific Victory rather than for general development.

Wonders[]

Only two wonders grant Science bonuses in vanilla Civilization VI: the Great Library (which grants +2 Science) and Oxford University (which grants 20% bonus Science in its city). Both also provide Eureka Eurekas; the Great Library boosts all Ancient and Classical Era techs, and Oxford boosts 2 random techs.

In Rise and Fall, the Amundsen-Scott Research Station grants 20% Science bonus to all cities; this bonus goes up to 40% if the city has 5 or more Snow or Snow Hills tiles.

In Gathering Storm, the University of Sankore grants 3 Science to its city and more Science from Trade Route Trade Routes.

In New Frontier Pass, 2 Science-producing Wonders are added. The Biosphère, from the Byzantium & Gaul Pack, generates a burst of 100 Science upon completion for each Marsh, Rainforest, and Woods tile in its home city (only in vanilla and Rise and Fall), and Etemenanki, from the Portugal Pack, adds Science to every Marsh in its home civilization and every Floodplains in its home city.

Science can also be obtained through several natural wonders:

Great Scientists[]

Many Great Scientists grant Science bonuses (not to be confused with technology boosts, which are provided by other Great Scientists):

Of course, these benefits are quite difficult to obtain - plan well if you want to get these Scientists, and keep a constant eye on the Great People screen.

Unique bonuses[]

Many unique pieces of infrastructure and civ/leader abilities grant special Science bonuses:

  • The unique tile improvement of Sumeria, the Ziggurat, grants +2 Science.
  • The unique tile improvement of Spain, the Mission, grants +2 Science if built next to a Campus and a further +2 Science with the Cultural Heritage civic.
  • The unique building of Arabia, the Madrasa, grants +5 Science.
  • The unique building of Portugal, the Navigation School, grants +1 Science for every 2 Coast or Lake tiles in the city in addition to its normal Science output.
  • The unique district of the Zulus, the Ikanda, grants +1 Science to all buildings in it.
  • The unique district of Korea, the Seowon, always has a +4 Science adjacency bonus, but loses 1 Science for each adjacent District District.
  • The unique district of the Maya, the Observatory, has an additional Science adjacency bonus from being adjacent to Farms and Plantations (+2 per Plantation and +0.5 per Farm).
  • Three Kingdoms, Korea's civ ability, grants +1 Science for every Mine next to a Seowon.
  • Enuma Anu Enlil, Babylon's civ ability, gives an inherent 50% penalty to Science but allows them to unlock technologies instantly with a Eureka Eureka.
  • Nine Dragon River Delta, Vietnam's civ ability, grants +1 Science to buildings in District Districts constructed on Rainforest.
  • Righteousness of the Faith, Saladin's leader ability, grants +10% bonus Science output to cities with worship buildings.
  • The Grand Embassy, Peter's leader ability, causes his Trade Route Trade Routes to grant +1 Science for every 3 technologies the destination civilization is ahead of himself.
  • Kupe's Voyage, Kupe's leader ability, grants +2 Science every turn before settling the first city.
  • Council of Ministers, Menelik II's leader ability, grants every city founded on Hills Science equal to 15% of that city's Faith Faith per turn generation.
  • Antiquities and Parks, Bull Moose Teddy's leader ability, grants +2 Science to all tiles in his territory that have Breathtaking Appeal and are adjacent to a natural wonder or Mountain.
  • Bakuhan, Tokugawa's leader ability, grants his domestic Trade Route Trade Routes +1 Science for each specialty district at the destination.
  • The Magnificent, Muhteşem Suleiman's leader ability, grants a 15% Science bonus when he is in a Golden Age Golden Age or a Heroic Age Heroic Age.
  • Lijia, Yongle's leader ability, grants +1 Science for each Citizen Citizen in a city with a Citizen Population of 10 or more.
  • Manual of Entrapment, Wu Zetian's leader ability, grants Science equal to 100% of that produced by a city where one of her Spies successfully completes an offensive espionage mission.
  • Varangian Guard, Varangian Harald Hardrada's leader ability, grants Science equal to 50% of the Strength Combat Strength of each unit he kills with a levied unit.
  • If the Secret Societies game mode is enabled:
    • Chorus, the Voidsingers' Level 1 title, allows each of a member's cities to earn Science per turn equal to 20% of its Faith Faith per turn generation.

Other sources[]

Besides the above, Specialists assigned to Harbors grant +1 Science each. International Trade Route Trade Routes yield additional Science when connecting to cities with Campuses or with the following policy cards:

There are two projects that provide Science bonuses:

Finally, there are various ways to activate technology boosts - although these do not provide Science, they reduce the amount of Science needed to discover new technologies.

Scientific progress[]

As mentioned above, raw Science is not the only way to progress technologically. There are now many gameplay elements which can help you progress even if your raw Science output is low.

  • Eureka Eurekas. Almost every technology, beyond the most basic ones from the Ancient Era and certain other key techs, can be boosted through a Eureka Eureka. Check each technology's description to find out what you need to do to trigger its Eureka Eureka.
  • Tribal Villages. Some friendly tribes will share their technological secrets with you. This triggers a tech boost (equivalent to a Eureka Eureka) for a random technology in your era. Note that if you happen to have activated that technology's Eureka Eureka already, you will end up gaining the tech right away.
  • Espionage. After you produce your first Spy in the Renaissance Era, you will be able to steal Tech Boosts (equivalent to Eureka Eurekas) from foreign cities. Just send your Spy to a city with a Campus and have them perform a Steal Tech Boost mission. Note that this is not cumulative with either a Eureka Eureka or another Tech Boost - if you have already activated such for this tech, you will be unable to complete the mission.
  • Research Agreements. After you research Scientific Theory, you will be able to enter into Research Agreements with another civilization if the two of you are Declared Friends or Allies. You will have to select a particular technology you both have unlocked, and apply your joint efforts to develop it. When you complete the agreement (or sometimes even before that), you will gain the technology. Note that in Rise and Fall Research Agreements' function is given to Research Alliances.
  • Great People Great People (especially Great Scientists). Many Great People Great People have activated abilities which grant tech boosts, sometimes to random technologies of their and the next era, and sometimes to one of the specific technologies which cannot receive a boost in any other way.

Videos[]

CIVILIZATION_VI_-_How_to_Generate_Science

CIVILIZATION VI - How to Generate Science

Related achievements[]

Man on the Moon
Man on the Moon
Win a regular game with a Science victory on any difficulty with any leader with a captured Egyptian city -- having also activated Newton and Darwin
The R.E.M. song 'Man on the Moon' mentions Egypt, Newton, and Darwin in one verse.
Mission to Mars
Mission to Mars
Win a regular game with a Science victory on any difficulty with any leader.
The Science Victory is achieved after establishing a base on Mars. Possibly a reference to the 2000 film Mission to Mars.

See also[]

Civilization VI Statistics [edit]
Culture CultureDiplomatic Favor Diplomatic Favor Faith FaithFood FoodGold GoldPower Power Production Production ScienceTourism Tourism
Added in the Gathering Storm expansion pack.
Civilization VI [edit]
Rise and FallGathering StormNew Frontier PassLeader Pass
Lists
Concepts
Miscellaneous
Added in the Rise and Fall expansion pack.
Added in the Gathering Storm expansion pack.