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{{GoTo|Technologies (Civ6)|Go to the Technolgies article}}
 
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{{GoTo|Technologies (Civ6)|Go to the Technologies article}}
   
 
{{ScienceIcon6}} '''Science''' is one of the main statistics in ''[[Civilization VI]]''. It is used solely to research developments in the [[Technologies (Civ6)|technology]] tree: each turn your raw {{ScienceIcon6}} Science output, plus eventual lump sums of {{ScienceIcon6}} Science, are applied towards the technology you are currently researching. Note that the raw {{ScienceIcon6}} Science output of your nation is not the only way to progress scientifically, but it is still essential!
 
{{ScienceIcon6}} '''Science''' is one of the main statistics in ''[[Civilization VI]]''. It is used solely to research developments in the [[Technologies (Civ6)|technology]] tree: each turn your raw {{ScienceIcon6}} Science output, plus eventual lump sums of {{ScienceIcon6}} Science, are applied towards the technology you are currently researching. Note that the raw {{ScienceIcon6}} Science output of your nation is not the only way to progress scientifically, but it is still essential!
   
 
==Sources==
 
==Sources==
{{ScienceIcon6}} Science is mainly earned from [[population]] and the [[Campus (Civ6)|Campus]] district. Each {{Citizen6}} Citizen yields 0.7 {{ScienceIcon6}} Science, which makes for relatively good early progress (as long as your Population grows fast). Later, however, you will have to develop additional means for scientific progress.
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{{ScienceIcon6}} Science is mainly earned from [[population]] and the [[Campus (Civ6)|Campus]] district. As of the [[Civilization VI February 2018 Update|February 2018 Update]], each {{Citizen6}} Citizen of a city yields 0.5 {{ScienceIcon6}} Science (with or without the Campus district), which makes for relatively good early progress as long as your 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 and the Campus District ===
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=== Buildings, Improvements and the Campus District ===
The center of scientific development is the Campus. Its Adjacency bonuses yield additional {{ScienceIcon6}} Science, as do Specialist {{Citizen6}} Citizens placed into it (+2 each). Its buildings - [[Library (Civ6)|Libraries]], [[University (Civ6)|Universities]], and [[Research Lab (Civ6)|Research Labs]] - yield +2, +4, and +5 {{ScienceIcon6}} Science respectively and provide major contribution to your scientific growth.
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The center of scientific development is the [[Campus (Civ6)|Campus]], which is also one of the first [[District (Civ6)|districts]] unlocked in the game. Its adjacency bonuses provide additional {{ScienceIcon6}} Science, as do Specialist {{Citizen6}} Citizens placed in it (+2 each). Its buildings - [[Library (Civ6)|Libraries]], [[University (Civ6)|Universities]], and [[Research Lab (Civ6)|Research Labs]] - yield +2, +4, and +5 {{ScienceIcon6}} Science respectively and provide major contribution to your scientific growth.
   
 
Furthermore, Scientific [[City-state (Civ6)|city-states]] will grant massive amounts of Science (up to +4 {{ScienceIcon6}} Science in every Campus, and an additional +2 in the {{Capital6}} Capital) based on the number of {{Envoy6}} Envoys assigned to that city-state.
 
Furthermore, Scientific [[City-state (Civ6)|city-states]] will grant massive amounts of Science (up to +4 {{ScienceIcon6}} Science in every Campus, and an additional +2 in the {{Capital6}} Capital) based on the number of {{Envoy6}} Envoys assigned to that city-state.
   
 
Most of the time, several well-placed Campuses along with clever playing (for {{Eureka6}} [[Eureka moment (Civ6)|Eureka moments]]) will ensure your technological advancement is more than enough. But there are many more additional ways to earn raw {{ScienceIcon6}} Science.
 
Most of the time, several well-placed Campuses along with clever playing (for {{Eureka6}} [[Eureka moment (Civ6)|Eureka moments]]) will ensure your technological advancement is more than enough. But there are many more additional ways to earn raw {{ScienceIcon6}} Science.
  +
  +
In the expansions, the [[Aquarium (Civ6)|Aquarium]] (a mid-level building for the [[Water Park (Civ6)|Water Park]]) provides +1 {{ScienceIcon6}} Science for each sea resource, {{Shipwreck6}} Shipwreck, and [[Reef (Civ6)|Reef]] within its city's borders. In ''[[Civilization VI: Gathering Storm|Gathering Storm]]'', the [[Geothermal Plant (Civ6)|Geothermal Plant]] is introduced as the only improvement so far that grants {{ScienceIcon6}} Science.
   
 
===Resources===
 
===Resources===
Certain [[Resources (Civ6)#Strategic Resources|strategic]] and [[Resources (Civ6)#Luxury Resources|luxury resources]] add {{ScienceIcon6}} Science yields, including:
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These [[Resources (Civ6)#Strategic Resources|strategic]] and [[Resources (Civ6)#Luxury Resources|luxury resources]] each add +1 {{ScienceIcon6}} Science yield:
   
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* {{Iron6}} Iron
* [[Iron (Civ6)|Iron]]: +1 {{ScienceIcon6}} Science
 
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* {{Aluminum6}} Aluminum
* [[Aluminum (Civ6)|Aluminum]]: +1 {{ScienceIcon6}} Science
 
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* {{Mercury6}} Mercury
* [[Mercury (Civ6)|Mercury]]: +1 {{ScienceIcon6}} Science
 
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* {{Tea6}} Tea
* [[Tea (Civ6)|Tea]]: +1 {{ScienceIcon6}} Science
 
   
Of these resources, [[Mercury (Civ6)|Mercury]] and [[Tea (Civ6)|Tea]] are revealed at start (being Luxuries), while [[Iron (Civ6)|Iron]] is revealed soon after that. [[City (Civ6)|Cities]] which happen to have these resources close by in the early game will significantly boost your early scientific endeavors.
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Of these resources, {{Mercury6}} Mercury and {{Tea6}} Tea are revealed at start (being Luxuries), while {{Iron6}} Iron is revealed soon after that. [[City (Civ6)|Cities]] which happen to have these resources close by in the early game will significantly boost your early scientific endeavors.
   
 
===Policy Cards===
 
===Policy Cards===
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* [[Natural Philosophy (Civ6)|Natural Philosophy]]: +100% [[Campus (Civ6)|Campus]] adjacency bonuses
 
* [[Natural Philosophy (Civ6)|Natural Philosophy]]: +100% [[Campus (Civ6)|Campus]] adjacency bonuses
 
* [[Trade Confederation (Civ6)|Trade Confederation]]: +1 {{ScienceIcon6}} Science from international {{TradeRoute6}} Trade Routes
 
* [[Trade Confederation (Civ6)|Trade Confederation]]: +1 {{ScienceIcon6}} Science from international {{TradeRoute6}} Trade Routes
* [[Rationalism (Civ6)|Rationalism]]: +100% {{ScienceIcon6}} Science from Campus buildings
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* [[Rationalism (Civ6)|Rationalism]]: +100% {{ScienceIcon6}} Science from Campus buildings (In ''[[Civilization VI: Rise and Fall|Rise and Fall]]'' this bonus depends on adjacency bonuses and city {{Population6}} Population.)
 
* [[Raj (Civ6)|Raj]]: Each city-state you are [[Suzerain (Civ6)|Suzerain]] of grants +2 additional {{ScienceIcon6}} Science
 
* [[Raj (Civ6)|Raj]]: Each city-state you are [[Suzerain (Civ6)|Suzerain]] of grants +2 additional {{ScienceIcon6}} Science
* [[Military Research (Civ6)|Military Research]]: [[Military Academy (Civ6)|Military Academies]] and [[Seaport (Civ6)|Seaports]] grant +1 {{ScienceIcon6}} Science
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* [[Military Research (Civ6)|Military Research]]: [[Military Academy (Civ6)|Military Academies]] and [[Seaport (Civ6)|Seaports]] grant +2 {{ScienceIcon6}} Science
 
* [[Market Economy (Civ6)|Market Economy]]: International {{TradeRoute6}} Trade Routes grant +2 {{ScienceIcon6}} Science per strategic resource improved at their destination
 
* [[Market Economy (Civ6)|Market Economy]]: International {{TradeRoute6}} Trade Routes grant +2 {{ScienceIcon6}} Science per strategic resource improved at their destination
* [[International Space Agency (Civ6)|International Space Agency]]: +10% {{ScienceIcon6}} Science from each city-state you are Suzerain of
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* [[International Space Agency (Civ6)|International Space Agency]]: +10% {{ScienceIcon6}} Science from each city-state you are Suzerain of. (5% in ''[[Gathering Storm]])''
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* [[Nuclear Espionage (Civ6)|Nuclear Espionage]]: although this Policy doesn't boost {{ScienceIcon6}} Science directly, it nevertheless helps progress when a [[Spy (Civ6)|Spy]] performs a successful Steal Tech boost mission.
   
 
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 [[Victory (Civ6)#Science|Scientific Victory]], rather than for general development.
 
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 [[Victory (Civ6)#Science|Scientific Victory]], rather than for general development.
   
 
===Wonders===
 
===Wonders===
Only two [[Wonder (Civ6)|Wonders]] grant {{ScienceIcon6}} Science bonuses: the [[Great Library (Civ6)|Great Library]] (which grants +2 {{ScienceIcon6}} Science) and [[Oxford University (Civ6)|Oxford University]] (which grants 20% bonus {{ScienceIcon6}} Science in its city).
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Only two [[Wonder (Civ6)|Wonders]] grant {{ScienceIcon6}} Science bonuses in vanilla version: the [[Great Library (Civ6)|Great Library]] (which grants +2 {{ScienceIcon6}} Science) and [[Oxford University (Civ6)|Oxford University]] (which grants 20% bonus {{ScienceIcon6}} Science in its city). Both also provide tech boosts under certain circumstances.
   
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In ''Rise and Fall'', the [[Amundsen-Scott Research Station (Civ6)|Amundsen-Scott Research Station]] grants 20% {{ScienceIcon6}} Science bonus to all cities; this bonus goes up to 40% if the city has 5 or more [[Snow (Civ6)|Snow]] or [[Snow (Hills) (Civ6)|Snow (Hills)]] tiles.
However, {{ScienceIcon6}} Science can also be obtained through several [[Natural wonder (Civ6)|natural wonders]]:
 
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  +
In ''Gathering Storm'', the [[University of Sankore (Civ6)|University of Sankore]] grants 3 {{ScienceIcon6}} Science to its city and more {{ScienceIcon6}} Science from {{TradeRoute6}} Trade Routes.
  +
 
{{ScienceIcon6}} Science can also be obtained through several [[Natural wonder (Civ6)|natural wonders]]:
   
 
* {{Link6|Crater Lake}}: +1 {{ScienceIcon6}} Science
 
* {{Link6|Crater Lake}}: +1 {{ScienceIcon6}} Science
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* {{Link6|Tsingy de Bemaraha}}: +1 {{ScienceIcon6}} Science to all adjacent tiles
 
* {{Link6|Tsingy de Bemaraha}}: +1 {{ScienceIcon6}} Science to all adjacent tiles
 
* {{Link6|Yosemite}}: +1 {{ScienceIcon6}} Science to all adjacent tiles
 
* {{Link6|Yosemite}}: +1 {{ScienceIcon6}} Science to all adjacent tiles
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* [[Eye of the Sahara (Civ6)|Eye of the Sahara]] ({{R&F}}): +3 {{ScienceIcon6}} Science on wonder tiles from the [[Atomic Era (Civ6)|Atomic Era]] on
 
* [[Mount Roraima (Civ6)|Mount Roraima]] ({{R&F}}): +1 {{ScienceIcon6}} Science to all adjacent tiles
   
 
===Great Scientists===
 
===Great Scientists===
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* [[Galileo Galilei (Civ6)|Galileo Galilei]] grants the civilization 250 raw {{ScienceIcon6}} Science for each adjacent [[Mountain (Civ6)|Mountain]] tile.
 
* [[Galileo Galilei (Civ6)|Galileo Galilei]] grants the civilization 250 raw {{ScienceIcon6}} Science for each adjacent [[Mountain (Civ6)|Mountain]] tile.
 
* [[Isaac Newton (Civ6)|Isaac Newton's]] bonus makes [[University (Civ6)|Universities]] grant an additional +2 {{ScienceIcon6}} Science.
 
* [[Isaac Newton (Civ6)|Isaac Newton's]] bonus makes [[University (Civ6)|Universities]] grant an additional +2 {{ScienceIcon6}} Science.
* [[Charles Darwin (Civ6)|Charles Darwin]] grants the civilzation 500 {{ScienceIcon6}} Science for each adjacent [[Terrain (Civ6)#Natural Wonders|Natural Wonder]].
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* [[Charles Darwin (Civ6)|Charles Darwin]] grants the civilzation 500 raw {{ScienceIcon6}} Science for each adjacent [[Terrain (Civ6)#Natural Wonders|Natural Wonder]].
 
* [[Albert Einstein (Civ6)|Albert Einstein's]] bonus makes [[University (Civ6)|Universities]] grant an additional +4 {{ScienceIcon6}} Science.
 
* [[Albert Einstein (Civ6)|Albert Einstein's]] bonus makes [[University (Civ6)|Universities]] grant an additional +4 {{ScienceIcon6}} Science.
 
* [[Janaki Ammal (Civ6)|Janaki Ammal]] grants the civilization 400 raw {{ScienceIcon6}} Science for each adjacent [[Rainforest (Civ6)|Rainforest]] tile.
 
* [[Janaki Ammal (Civ6)|Janaki Ammal]] grants the civilization 400 raw {{ScienceIcon6}} Science for each adjacent [[Rainforest (Civ6)|Rainforest]] tile.
 
* [[Mary Leakey (Civ6)|Mary Leakey]] grants the civilization 350 raw {{ScienceIcon6}} Science for every Artifact in the target city.
 
* [[Mary Leakey (Civ6)|Mary Leakey]] grants the civilization 350 raw {{ScienceIcon6}} Science for every Artifact in the target city.
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.
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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.
   
 
=== Other ===
 
=== Other ===
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* The unique tile improvement of [[Sumerian (Civ6)|Sumeria]], the [[Ziggurat (Civ6)|Ziggurat]], grants +2 {{ScienceIcon6}} Science.
 
* The unique tile improvement of [[Sumerian (Civ6)|Sumeria]], the [[Ziggurat (Civ6)|Ziggurat]], grants +2 {{ScienceIcon6}} Science.
* The unique tile improvement of [[Spanish (Civ6)|Spain]], the [[Mission (Civ6)|Mission]], grants +1 {{ScienceIcon6}} Science if built next to a Campus and +2 {{ScienceIcon6}} Science with the [[Cultural Heritage (Civ6)|Cultural Heritage]] [[Civics (Civ6)|civic]].
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* The unique tile improvement of [[Spanish (Civ6)|Spain]], the [[Mission (Civ6)|Mission]], grants +2 {{ScienceIcon6}} Science if built next to a Campus and a further +2 {{ScienceIcon6}} Science with the [[Cultural Heritage (Civ6)|Cultural Heritage]] [[Civics (Civ6)|civic]].
* [[English (Civ6)|England's]] unique district, the [[Royal Navy Dockyard (Civ6)|Royal Navy Dockyard]], grants +1 {{ScienceIcon6}} Science for every specialist in the district.
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* The unique building of [[Arabia (Civ6)|Arabia]], the [[Madrasa (Civ6)|Madrasa]], grants +5 {{ScienceIcon6}} Science.
* [[Arabian (Civ6)|Arabia's]] [[Madrasa (Civ6)|Madrasas]] grant +5 {{ScienceIcon6}} Science.
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* The unique district of [[Korea (Civ6)|Korea]], the [[Seowon (Civ6)|Seowon]], grants +4 {{ScienceIcon6}} Science.
* [[Saladin (Civ6)|Saladin's]] leader bonus grants +10% bonus {{ScienceIcon6}} Science output from worship buildings.
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* [[Saladin (Civ6)|Saladin's]] leader bonus grants +10% bonus {{ScienceIcon6}} Science output to cities with [[Religion (Civ6)#Worship_Beliefs|worship buildings]].
 
* [[Peter (Civ6)|Peter's]] trade routes grant him +1 {{ScienceIcon6}} Science for every 3 technologies the destination civilization is ahead of himself.
 
* [[Peter (Civ6)|Peter's]] trade routes grant him +1 {{ScienceIcon6}} Science for every 3 technologies the destination civilization is ahead of himself.
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* Korea's civilization ability, Three Kingdoms, grants +1 {{ScienceIcon6}} Science for every [[Mine (Civ6)|Mine]] next to a Seowon.
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* [[Kupe (Civ6)|Kupe]]'s leader ability, Kupe's Voyage, grants +2 {{ScienceIcon6}} Science every turn before settling the first city.
   
 
== Scientific Progress ==
 
== Scientific Progress ==
 
As mentioned above, raw {{ScienceIcon6}} Science is not the only way to progress technologically. There are now many gameplay elements which can help you progress, even though your raw {{ScienceIcon6}} Science output is not that great.
 
As mentioned above, raw {{ScienceIcon6}} Science is not the only way to progress technologically. There are now many gameplay elements which can help you progress, even though your raw {{ScienceIcon6}} Science output is not that great.
   
* {{Eureka6}} Eureka moments. Almost every technology, beyond the most basic ones from the [[Ancient Era (Civ6)|Ancient Era]] and certain other key techs, can be boosted through a {{Eureka6}} Eureka moment. These scientific breakthroughs can be achieved through normal gameplay, as you develop certain aspects of your empire. Check each technology's description to find out what you need to do to trigger the {{Eureka6}} Eureka. {{Eureka6}} Eureka moments are active throughout the entire game.
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* {{Eureka6}} [[Eureka moment (Civ6)|Eureka moments]]. Almost every technology, beyond the most basic ones from the [[Ancient Era (Civ6)|Ancient Era]] and certain other key techs, can be boosted through a {{Eureka6}} Eureka moment. Check each technology's description to find out what you need to do to trigger the {{Eureka6}} Eureka!
 
* [[Tribal Village (Civ6)|Tribal Villages]]. Some friendly tribes will share their technological secrets with you. This triggers a tech boost (equivalent to a {{Eureka6}} Eureka moment) for a random technology in your [[Era (Civ6)|era]]. Note that if you happen to have activated that technology's {{Eureka6}} Eureka moment already, you will end up gaining the tech right away!
 
* [[Tribal Village (Civ6)|Tribal Villages]]. Some friendly tribes will share their technological secrets with you. This triggers a tech boost (equivalent to a {{Eureka6}} Eureka moment) for a random technology in your [[Era (Civ6)|era]]. Note that if you happen to have activated that technology's {{Eureka6}} Eureka moment already, you will end up gaining the tech right away!
 
* [[Espionage (Civ6)|Espionage]]. After you produce your first [[Spy (Civ6)|Spy]] in the [[Renaissance Era (Civ6)|Renaissance Era]], you will be able to steal Tech Boosts (equivalent to {{Eureka6}} Eureka moments) from foreign cities. Just send your spy in a city with a Campus district, and send him or her on a Steal Tech Boost mission. Note that this is not cumulative with either a {{Eureka6}} Eureka moment or another Tech Boost - if you have already activated such for this tech, you will be unable to complete the mission!
 
* [[Espionage (Civ6)|Espionage]]. After you produce your first [[Spy (Civ6)|Spy]] in the [[Renaissance Era (Civ6)|Renaissance Era]], you will be able to steal Tech Boosts (equivalent to {{Eureka6}} Eureka moments) from foreign cities. Just send your spy in a city with a Campus district, and send him or her on a Steal Tech Boost mission. Note that this is not cumulative with either a {{Eureka6}} Eureka moment or another Tech Boost - if you have already activated such for this tech, you will be unable to complete the mission!
* [[Diplomacy (Civ6)#Research Agreement|Research Agreements]]. After you research [[Scientific Theory (Civ6)|Scientific Theory]], you will be able to enter into Research Agreements with a nation 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!
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* [[Diplomacy (Civ6)#Research Agreement|Research Agreements]]. After you research [[Scientific Theory (Civ6)|Scientific Theory]], you will be able to enter into Research Agreements with a nation 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 (Civ6)|Great People]] (especially [[Great Scientist (Civ6)|Great Scientists]]). Many Great Persons have unique 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.
 
* [[Great People (Civ6)|Great People]] (especially [[Great Scientist (Civ6)|Great Scientists]]). Many Great Persons have unique 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.
   
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==Videos==
  +
[[File:CIVILIZATION VI - How to Generate Science|thumb|center|330x330px]]
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  +
==Related Achievements==
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{{Data|Civ6|GetSteamAchievement|Man on the Moon}}
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{{Data|Civ6|GetSteamAchievement|Mission to Mars}}
 
{{Civ6}}
 
{{Civ6}}
 
[[Category:Game concepts (Civ6)]]
 
[[Category:Game concepts (Civ6)]]

Revision as of 05:42, 2 March 2020

BackArrowGreen Back to Civilization VI
Blue arrow right Go to the Technologies article


Science Science is one of the main statistics in Civilization VI. It is used solely to research developments in the technology tree: each turn your raw Science Science output, plus eventual lump sums of Science Science, are applied towards the technology you are currently researching. Note that the raw Science Science output of your nation is not the only way to progress scientifically, but it is still essential!

Sources

Science Science is mainly earned from population and the Campus district. As of the February 2018 Update, each Citizen Citizen of a city yields 0.5 Science Science (with or without the Campus district), which makes for relatively good early progress as long as your 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 districts unlocked in the game. Its adjacency bonuses provide additional Science Science, as do Specialist Citizen Citizens placed in it (+2 each). Its buildings - Libraries, Universities, and Research Labs - yield +2, +4, and +5 Science Science respectively and provide major contribution to your scientific growth.

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

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

In the expansions, the Aquarium (a mid-level building for the Water Park) provides +1 Science Science for each sea resource, Shipwreck Shipwreck Shipwreck, and Reef within its city's borders. In Gathering Storm, the Geothermal Plant is introduced as the only improvement so far that grants Science Science.

Resources

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

Of these resources, Mercury Mercury Mercury and Tea Tea Tea are revealed at start (being Luxuries), while Iron Iron Iron is revealed soon after that. Cities which happen to have these resources close by in the early game will significantly boost your early scientific endeavors.

Policy Cards

Several Policy Cards also grant additional Science 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 Science bonuses in vanilla version: the Great Library (which grants +2 Science Science) and Oxford University (which grants 20% bonus Science Science in its city). Both also provide tech boosts under certain circumstances.

In Rise and Fall, the Amundsen-Scott Research Station grants 20% Science 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 Science to its city and more Science Science from Trade Route Trade Route Trade Routes.

Science Science can also be obtained through several natural wonders:

Great Scientists

Many Great Scientists grant Science 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.

Other

Besides the above, international Trade Route Trade Route Trade Routes may yield additional Science Science, when connecting to cities with Campus districts, or with certain Policies. Specialists assigned in Harbor districts also grant +1 Science Science each. And of course, we have the various ways to activate technology boosts, which will cut the time needed to research in half (see below).

Unique Bonuses

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

  • The unique tile improvement of Sumeria, the Ziggurat, grants +2 Science Science.
  • The unique tile improvement of Spain, the Mission, grants +2 Science Science if built next to a Campus and a further +2 Science Science with the Cultural Heritage civic.
  • The unique building of Arabia, the Madrasa, grants +5 Science Science.
  • The unique district of Korea, the Seowon, grants +4 Science Science.
  • Saladin's leader bonus grants +10% bonus Science Science output to cities with worship buildings.
  • Peter's trade routes grant him +1 Science Science for every 3 technologies the destination civilization is ahead of himself.
  • Korea's civilization ability, Three Kingdoms, grants +1 Science Science for every Mine next to a Seowon.
  • Kupe's leader ability, Kupe's Voyage, grants +2 Science Science every turn before settling the first city.

Scientific Progress

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

  • Eureka Eureka Eureka moments. Almost every technology, beyond the most basic ones from the Ancient Era and certain other key techs, can be boosted through a Eureka Eureka Eureka moment. Check each technology's description to find out what you need to do to trigger the Eureka Eureka Eureka!
  • Tribal Villages. Some friendly tribes will share their technological secrets with you. This triggers a tech boost (equivalent to a Eureka Eureka Eureka moment) for a random technology in your era. Note that if you happen to have activated that technology's Eureka Eureka Eureka moment 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 Eureka Eureka moments) from foreign cities. Just send your spy in a city with a Campus district, and send him or her on a Steal Tech Boost mission. Note that this is not cumulative with either a Eureka Eureka Eureka moment 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 a nation 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 (especially Great Scientists). Many Great Persons have unique 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.
Civilization VI [edit]
Rise and FallGathering StormNew Frontier PassLeader Pass
Lists
Concepts
Miscellaneous
R&F-Only Added in the Rise and Fall expansion pack.
GS-Only Added in the Gathering Storm expansion pack.