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Civilization 5: Science Strategies

Maximizing scientific output to research technologies faster.

This Guide to Civilization 5 with Brave New World and Gods and Kings features will teach you all about raising your Civ's Science output during the course of a game. This should be helpful to players who are struggling to outpace the AI on Prince and higher, while also providing a comprehensive list of things that affect Science to help people max their Science. We'll cover the various things that increase Science and how you can raise your beakers higher with the right Technologies and build priority.

Raising Science - The Major Factors and How Science is Generated

Before we get to tips to raising Science, let's look at the formula that determines a Civ's total Scientific Output, in the order that they are added and multiplied. This should be of particular help to newcomers to Civ 5, especially players who have recently installed BNW, which extends the end-game by providing more Technologies and making later Techs cost more. By understanding how Science is calculated, the knowledge can be used to maximize your Civ's Science output.

Population IS Science Population and Science go hand in hand. With no other buildings involved, one Population equals one Science. Higher Population throughout your Empire, or even in a single City = higher Science output. If you want to maximize this based on the lands available to you, read on.

Doubling Science from Population: Libraries and Public Schools The Library (Writing Tech) is a building that increases Science by +1 per 2 Population in the City. The Public School (Scientific Theory) does the same, although it also gives a Scientist Specialist slot (more on those later). Libraries do not offer Scientist Specialist slots, they simply provide the boost to Science based on Population. When the Library is first offered, you can see significant gains - going from 11 to 15 is 50% more Science (with an 8 pop City - the Palace gives +3 Science). With both of these buildings active, you will essentially get +2 Science per unit of Population in any given City.

Scientists - the next Flat Boost Scientists are Specialists that can be assigned through the City Screen , assuming that you have the required Buildings. Each Scientist will give a varying amount of Science depending on your Civ and Social Policies that you've adopted. Each Scientist will give +3 GPP (base) toward the generation of a Great Scientist, in addition to the +3 base Science they provide. GPP add up to create Great Scientists - more on those later.

There are three Buildings that provide Scientist Slots. All are available to every Civ, no matter what form they take (for example Siam's University replacement, the Wat). Here they are, in the order they are received along with the Technology to unlock each Building:

  • University (2 Scientist Slots, +33% Science in City, +2 Science per Jungle Tile) - Requires Education. As you can see, these encourage you to keep Jungle around - after all, new species and plant life are discovered in Jungle even now. This will help a lot if the City has a lot of Jungle tiles, and you can place Trading Posts to get +1 Gold out of them - and more later. This will count as Science coming from Terrain Improvements and gets lumped together with Academies.
  • Public School (1 Slot, +3 Science) - Requires Scientific Theory. As stated before, this will push you to 2 Science per Population with a Library, which is required to construct it, along with a University.
  • Research Lab (1 Slot, +4 Science, +50% Science in City) - Requires Plastics. This will finish off your Cities' Science Buildings, so the only way to boost it further then is to continue to grow your population and utilize other indirect means of boosting Science.

With 19 Science (base) coming from the flat boosts and using 4 total Scientists from these Buildings, it doesn't seem like much, but all these get added up with Terrain Improvements then multipied by the buildings that provide a +% bonus on a city level, then all Cities are added up to produce your final Science output.

Terrain Improvements There are a number of Terrain Improvements that grant Science, while all Jungle Tiles will generate +2 Science with Universities. Brazil's Brazilwood Camp , which can only be placed on Jungle is treated as a Trading Post by the game. Trading Posts give +1 extra Science with Free Thought, so any Civ can get +3 Science and at least +2 Gold/Food per Jungle Tile with Rationalism Social Policies.

Great Scientist Academies A Civ that wants to truly maximize Science should make use of the Academy, which are unique Tile Improvements created by Great Scientists . These produce +8 Science per turn on a tile when worked by a Citizen , upgraded to +10 with Scientific Theory. Early in the game, they are your best means of using them - simply place them on an appropriate tile and burn the Scientist to make the Academy. You can easily have 4-6 or more of these in a game so long as you do not create many Great Merchants or Great Engineers , for those all come from the same GPP pool - generating a Great Merchant will make Great Scientists cost more. Each subsequent Great Person of this type will cost +100 more, so the first Great Scientist will cost 100, the next 200, and so on. If you then made a Great Engineer, your next Great Scientist would be 400. Keeping this in mind, you will do better at gaining the type of Great People you need for your playstyle. Great Artists etc. each have their own pool, and do not raise the cost of anything other than that specific type. This means you can utilize those to your heart's content without worrying about raising costs.

If you place an Academy and later discover Iron, Aluminum, Uranium, or another Strategic Resource is beneath it through Researching the Technologies that reveal them, do not fret. All Great Person Tile Improvements automatically pick up any Strategic Resources that are placed beneath them. The same is not true for Luxuries, for those are visible from the outset and allow you to plan other locations to place your Academies. It is better to put them in tiles that are not next to Fresh Water, so that all those tiles can be dedicated to Farms that will get +1 Food with Civil Service. Hills should generally be reserved for Mines, but all other tiles are fair game. I do try to make sure there is Food on the tile so that it will help my City continue to grow, so open Grassland or Plains is a good choice. If you place an academy on a Forest/Jungle/Marsh tile, it will be cleared if you have the appropriate tech and Forests will provide the usual Production boost to the nearby City.

While an early-game Academy is the obvious choice, later in the game all Great Scientists should be used to give you a tech boost. This is because as you near the end of the game, an Academy cannot generate as much Science over 100 turns as a single use of the Great Scientist's Discover Technology ability. Given the output of Discover Technology is based on your Civ's current Science output (around 8 turns worth), it is obvious that using them early game is a big waste. Getting 200 Science from them would be a joke, when a City can get that in 7 turns later in the game with an Academy and all the +% Research boosting buildings. Under optimal conditions (Civs excluded, all techs researched and all 4 +50% buildings) an Academy will generate 36 Research per turn. With Freedom's New Deal Tenet, you could get +16 Science per Academy or 48 per turn under optimal conditions. Korea would get 54, due to the +2 Science for all Great Person Tile Improvements.

If you want to generate the maximum possible number of Academies during your game, use Manual Specialist Control on each City Screen and place Scientists into all available slots, while avoiding using Engineers and Merchants where possible; at least until Rationalism where you will get +2 Science per Specialist. Get all buildings that provide a boost to Great Person Production and try to get Sciences Funding passed in the World Congress to give a further +33%. You will want to vote against Arts Funding as it lowers Scientist birth rates. If you're going Freedom for the Specialist Bonuses, then it's even better to wait until then to begin using Merchants and Engineers because they will consume less food and help your Cities grow. In fact, a City set on Food focus under that condition will then automatically try to use all Specialists it can while working all good Food tiles.

Maximizing Science: +%Boost Buildings Next, we have to look at the buildings that provide a % boost. A few have already been mentioned, but I'll go a little further into detail. This will conclude the formula for Science on a City level. Everything is added up, then increased by the % stated here. The max possible increase of 200% effectively triples your City's Science output. Again, we'll look at these in the order of their availability.

  • University (Requires Education, +33/50% Science) - Requires Library. Universities start at +33% Science but are upgraded to 50% Science with Free Thought from Rationalism, which also gives +1 Science per Trading Post.

So, if you can create all these buildings in one spot, a City could get up to a +200% boost to Science, or triple its stated output. This means you would theoretically get +6 Science per Population and +6 Science per Specialist with Rationalism! Only one City can have a 200% boost, requiring a National College and Mountain for Observatory to achieve it, else 150%. If you don't feel it is cheating, you can restart the game until there is a Mountain in range of your Settler with good Food Resources and a River around. Most of your Cities will settle for +100%, or double, for not many players will get that lucky with Mountains next to most of their Cities to make great use of the Observatory.

Flat Boosts to Science: Trade Routes When you have less Techs Researched than a Civ or are influential over them through Tourism , you will gain Science for Trade Routes, or they will. In most cases, both Civs get a few Science for the Trade Route, depending on who is more advanced. Both equal, it'd be a few Science each. This is most relevant in the early-game, where connecting to Civs can make up for your own lack of Science. Going from 30 to 33 Science with a Trade Route is a significant jump. The Science gained from a Trade Route late-game is negligible, particularly because of the lack of a boost from % modifiers. Simply send several routes to Babylon or another advanced Civ to help increase your Gold Per Turn and shave a turn or two off each tech you'll research. This Science is added to the City's output after everything else is computed. Since the AI is generally ahead Scientifically in the early-game, finding trading partners can greatly help your Science output and help you get the techs you need to pass them up. The Caravansary and Harbor, along with several techs, will increase the range of land/sea Trade Routes.

Example Science Output for a Single City This differs from the City above, which has a Mountain and is a Korean City with less Population. Let's look at the math for a City with 50 population, 6 Academies nearby and access to three of the four +% Buildings. The sample Civ has Rationalism and has taken on the Freedom Ideology for New Deal to boost output of Academies and allows them to use all Specialists in all Cities because they consume less food.

     84 Science from Terrain (6 Academies)      13 Science from Buildings (+3 Palace, +3 Public School, +4 Research Lab, +3 National College)      46 Science from Specialists (Specialists in ALL Slots in ALL buildings with Slots for +2 Science each)      50 Science from Population      50 Extra Science from Population      --------------------------------      243 Base Science      --------------------------------      City Modifier: 150% (so multiply by 2.5)      --------------------------------      547 Base Science Output      +10 Science for Trade Routes      557 Science from this City, then multiplied by the Empire Bonus for Adopting Rationalism:      +10% Science from Rationalism because the Empire is Happy      613 Total Science produced by this City.

Science Buildings and Helpful Wonders

List of all Science-Related Buildings Below I will show you a list of every Science building with the required Technology, the production they require to build and base cost in Gold to buy them outright. Planning ahead and saving Gold to buy Scientific buildings in your Cities can give you an immediate jump in Research output and help you push ahead (or even further ahead) of other Civs in the race to Research all Techs. This gold-saving strategy is particularly helpful if you are not able to produce them swiftly, for Cities focused on Science will have many Farms and fewer mines, thus typically have a reduced Production output compared to other Cities. After all, you want Population more than anything, and as time goes by Gold becomes easier to acquire.

Finishing the Piety Tree and selecting the Jesuit Education Reformation Belief will allow you purchase Universities, Public Schools, and Research Labs with Faith . Each building costs 300-800 Faith, with the price based on the current era rather than the Building's Production cost - so a University bought later on would cost the same as a Research Lab. It is quite costly, so this is of particular help to Wide empires who tend to have higher Faith output. Smaller empires should not bother with this one, as Gold purchasing would work fine and they generate less Faith from fewer tiles with Faith and Faith-Producing buildings. They are better off saving Faith for Great Person purchases later on - particularly Great Scientists.

The list is in the order that most players will research the technology to unlock each building. W. Wonder is a World Wonder and only 1 may exist in the game. N. Wonder is a National Wonder and only 1 may exist per Civ. You cannot buy these, but may want to rush World Wonders with Great Engineers - it's not usually worth using them to rush National Wonders. If you would like to see a list of all Civ 5's Wonders that produce Great Scientist Points, see the Great Scientist Page .

WritingBuilding75/400+1 Science for every 2 Citizens in the City
WritingW. Wonder185 ProdFree Library in City, +3 Science, 2 Slots for Great Works of Writing and a Free Technology. Time this so that you can get an expensive Tech like Philosophy or Iron Working.
PhilosophyN. Wonder155 ProdMust have Library in all Cities. Gives +3 Science and +50% Science modifier to the City.
PhilosophyW. Wonder250 ProdFree Social Policy, +3 Culture. This is listed primarly because it also provides +1 GPP toward a Great Scientist. With this and Great Library, you can have your first GS by the time you hit Universities. It is also easier to build in most games than other Wonders, so long as you get to Philosophy quickly.
MathematicsW. Wonder250 ProdThis is listed because of its major effect on Population - it provides +6 Food per turn and gives the City a free Garden whether it has access to a River/Lake or not, which will boost Great Person Points by +25%, helping you have higher Science in the City while also giving you more Great Scientists during the course of the game.
EducationBuilding160/660+33% Science (+50% with Rationalism), 2 Scientist Slots, +2 Science from Jungle Tiles.
AstronomyBuilding200/780+50% Science Modifier to City. Must be built right next to a Mountain or Natural Wonder that counts as a Mountain.
Printing PressW. Wonder500 ProdA second Wonder that is not directly Scientific, but gives +25% GPP in all Cities, which will help a LOT in getting more Great Scientists. Plus, you can select a free Great Person of your choice when it's constructed.
ArchitectureW. Wonder625 Prod+50% Science from Research Agreements and a Free Great Scientist.
Scientific TheoryBuilding300/920+3 Science, 1 Scientist Slot, and +1 Science for every 2 Citizens in the City.
PlasticsBuilding500/1350+4 Science, +50% Science Modifier to City, 1 Scientist Slot
SatellitesW. Wonder1250 Prod2 Free Great Scientists Appear (use Discover Technology with these) and a free Spaceship Factory in the City. Build the Apollo Program and you are on the way to a Space Victory!

What to Research to be Optimal Luxury Technologies are always prioritized, as are things like Granaries if they help you more. You will also want City Connections to aid your income, so Roads and Harbors are important, as are Trade Routes. If you include Astronomy for an Observatory, there are a total of 46 Technologies you must Research on the way to Plastics to enable your Cities to build Research Labs and reach the point you have all needed Science Buildings. To play with only Science in mind, you should generally make a beeline for the next building that will help you - and that does include some of the Wonders, especially given you should have a Scientific edge. Prioritize Science buildings in your Cities so that you get the boost to output immediately. Once you have Public Schools, know that you will need literally every Tech from the Ancient, Classical, and Medieval Eras to get to Plastics for Research Labs with only 2 exempt in the Renaissance (Navigation and Chemistry). Chemistry is a prerequisite for Fertilizer, and those increase Production and Food from Mines/Farms respectively so are important techs. With this in mind, go ahead and research things in the order you need them once you've reached that point, for all those discoveries are prerequisites for this higher technology, and literally everything up to the Information Era will need to be researched to access all required Spaceship Parts for a Scientific Victory.

Lowering Research Costs: Meeting Civs Meeting other Civilizations who have researched a Tech that you have not will lower the cost of that Tech. This is a sensible mechanic, as if you see someone using a new invention it becomes easier to discover on your own. The more Civs you know that have researched something, the lower the cost of that tech will be. While you are going toward Education and Scientific Theory, other Civs are likely to be researching the Military Techs at the bottom of the Tech Tree. You will be able to more quickly catch up in Military tech thanks to this, so meeting Civs via Scouting and later using Caravels to explore the World (or at the founding of the World Congress) is important to the pacing of your Research.

Putting it Together: Tips for Raising your Civ's Science Output

Since you are capped in the number of Specialists you can run per City, the best means of ensuring your Civ has a high Science output are to raise Population and Generate Great Scientists. There are also other, off-beat means of generating Science, some of which I'll cover. Let's look at various gameplay subsystems and how they affect your ability to make more Science:

Food, Food, and more Food Select lands with plenty of Food resources, with Rivers and possibly lake borders to provide access to fresh water. Fertilizer takes quite a while to come after Civil Service. Cities placed in locations such as these will be capable of supporting a large population - some of which could even surpass your Capital. You want at least some hill or other Production resources nearby, hopefully strategic. Finding a spot that at least has some of these qualities, even if not great, will still produce a great City. You want more farms than anything, with Mines on Hills (not those along River unless you're very desperate for Production). Overall, having enough Workers to ensure your Cities are always working improved Tiles is also important. Don't build 15 improvements at a City size 8, move on to another City - though eventually you will want to do every tile to facilitate growth. Having 4 or so workers for 3 Cities would be fine, but you would want more with a Wider empire, for sure! You may even need to use avoid growth at times because of how quickly your Cities can expand when you are employing this strategy across a big empire.

Keep it on Growth Ensure your Cities are almost always focused on Growth (Food in the Citizen Management screen). The more time they're on Production, the less time they're growing. Prioritize Food buildings, Aqueducts if you didn't go Tradition, and Medical Labs, though they don't seem great, will still be of big help once your City is past 30-40 population, for it flat takes longer to grow at that point. Get Production buildings up after Food buildings, to ensure your next constructions are faster and purchase Scientific buildings when you can. Read my Guide to City Growth to learn more.

In my Scientific games, I am typically #1 in Population just because of how tall the Cities are, even though adding up another Civ's total it would seem higher. Taller Cities have an exponential effect on that rating.

Internal Trade Routes Each of your Cities can only send 1 Trade Route to each City in your Empire, so you must choose between Production (requires Workshop, comes later) and Food (requires Granary, available very early). Establishing these Trade Routes early on and maintaining them throughout the entire game will result in Cities with at least a dozen or more Population than they would have otherwise. It gives you less impact when you switch to Production to rush something and creates rapid growth wne you are sticking with Food focus. Sea Trade Routes do deliver more food, but unless a City has many Sea Resources and plenty of land in its workable zone, it will not perform as well as a City situated in an area surrounded with Grassland and a River. Still, you will want a Coastal City to take advantage of spare Trade Routes to make distant connections, have a Navy and be capable of exploring the World.

Happiness Trade excess Resources, steal Mercantile City States from other Civs to get more, and look for CS that have more than 1 Luxury you don't yet have, such as their uniques (porcelain, for example). Even better is a CS that has Iron or some other Resource you need. Choose wisely if you Found a Religion and choose something that will boost Happiness. Explore to find Natural Wonders for +1 each. Social Policies can aid in Happiness, particularly once you get to choose an Ideology. Specialists' Unhappiness can be halved with Freedom. Order provides many boosts to Happiness and the same +GPP that Freedom Gets, although they are not as suited to running specialists as heavily. Either way, those two can make a Scientific Empire very happy. Order is commonly chosen by the AI, so you can have plenty of excess Happiness, whether playing Tall or Wide if you are willing to go that path. After all, you are likely to go Tradition and be able to buy Great Engineers with Faith, so you can rush a couple of Spaceship Parts and Hubble.

Cultural, Mercantile, and Maritime City-States You may lack Culture, and that is a problem past Tradition. Cultural City-States can help greatly in this, and you're best off exploring the world to find as many as possible. Do quests and buy them off with Gold. If you have some Culture of your own from Wonders, then put 3 policy points into Patronage so that you get slower reduction in relations, 25% bonus to Gold Gifts, and a portion of the Research the City-State Ally generates. You may even want to polish off that tree if you get the chance.

Mercantile and Maritime City-States Both of these are of great import. Mercantile provides Happiness that lets you keep growing and experiencing Golden Ages to help with Social Policies, Income, and Production, especially if you are playing Wide, and Maritime City-States provide up to +3 Food to the Capital with another Food going to all your Cities. It's not much, but it helps. A City stuck on Food Focus will grow every 3-5 turns, even late into its growth, and every single one of those will add at least +4 Science to your total.

World Congress Get Sciences Funding passed for +33% GS birth, along with Engineers and Merchants, while sacrificing -33% on Artsy types. Avoid letting Scholars in Residence pass so other Civs can't catch up to you.

Spies - Protecting Research and Alliances When you've got a good lead, you don't need to steal Tech, though it's a great option when you're behind. Put a Spy in your Capital or a higher-population City and by the time they're level 3 and killing other Civs' Spies regularly, you'll be accepting apologies all the time (the better option, really). Use other Spies to situate in several City-States that you will keep as your own, forever. They will so greatly raise your Influence over time that the other players will be hard-pressed to take them back without great expense or a lot of luck with Quests. This lets you go ahead and focus purchasing Alliances on some others.

Trading Posts and Jungle Build Trading Posts around any Puppet Cities, since they focus on Gold anyway. Some Farms can help them grow, regardless. You want to preserve Jungle unless it's hill, to put a Trading Post and get +2 Gold, +2 Food, and +3 Science out of each tile. Only chop Jungle hills if you absolutely need the Production. A Trading Post only makes up for half a unit of Population in a large City as far as Science goes, though Gold is helpful, but maximizing Science may mean avoiding these for your large Cities, because they will result in the City having a lower Max Population - a City can only grow so much, based on the Food available to it. Growth will slow, then stop, stagnate and even shrink if it loses Food, but that is only toward size 40-50. You may need to chop replace tiles with Farms if you want further growth and even more Science.

Tradition vs Liberty Unless you can settle in very fertile lands and have plenty of space between your Civ and the closest, you are likely to do better playing Tall and going Tradition for the growth bonuses when going for maximum Science. It is an easy play and 3-4 Cities benefit greatly from Tradition's bonuses. I won with Korea with 2 Cities, but their Specialists are amazing. I could have just as easily won Wide with them. The choice is really about how badly you want expansion. Liberty is not awful, in fact it will probably let you build Wonders and expand at the same time early on. Four to five Cities , well tended and kept in a state of Happiness with few periods of Unhappiness will grow nicely and may have a wonderful output, but the Cultural costs will be much higher. You may even find yourself in a War or two and be capable of taking lands that way (Puppeting). Ultimately, it'd be best to focus on 1-2 cities' growth in a Wide situation so they can run max Specialists, while your others can be focused on Production and supporting a Military.

Rationalism Social Policies Required When you zip into the Renaissance, you want to be able to start plowing into Rationalism as fast as possible to get all the bonuses. Take Secularism to get +2 Science per Specialist, the biggest boost in this tree, particularly for Wide empires, then take the right side to get your Universities producing +50% instead of +33% Science. Finish this even if you are working on an Ideology, but time the last pick around a high-cost Tech so that you get the most out of a Free Tech - do that in every case where you will get a free Technology. Thankfully, a Great Scientist's Discover Technology bleeds over. You can even use 2-3 at once and get the full amount of Research to let you pick 2-3 techs in just a couple of turns.

Ideology Choices for Max Science Output: Freedom vs Order Autocracy is for Military/Culture/Diplomacy more than anything and doesn't particularly help you with winning a Scientific victory, so the choice lies between Order and Freedom for most players. The general consensus is that Tall Civs with fewer Cities but high Populations will benefit more from Freedom, for they are able to use more Specialists and at reduced Food cost, while also reducing the Unhappiness those Specialists generate vs regular Citizens, allowing them to continue to grow. This coupled with Secularism from Rationalism giving +2 Science per Specialist is a natural choice for those Civs with 3-5 Cities. Once you're past that, the better choice is likely Order. All Cities with a Factory will get a 25% boost to Science, so with a Research Lab and University (with Rationalism) a total of 125% extra Science per Population, Building, and Tile Improvement vs Freedom's 100%. This is good, for it doesn't rely on you utilizing Specialists but still helps where you can (in your major Cities). Freedom gets to buy Spaceship Parts with Gold, while Order gets to use Great Engineers to rush them. Analyze your situation and pick based on other Tenets you like in those Ideologies. Order is also a generally safe choice, for many AI tend to pick it, but you can't really go wrong here. I tend to pick Freedom, for I'm often playing tall when focusing on Science, but wide Civs need Science too and thus should likely choose Order.

Use that Research to have a Great Military Since you should be technologically advanced, upgrade units with Gold and ensure they are up to your new standards. Just add Strength and have some Ranged Units. Though Pikemen are not great in particular, they do have a good Combat Strength which raises your Military Score. Watch the Demographics screen and don't be last, but rather 3-5th in a 10 player game. The AI have 'disagreements' with tiny Civs, even if they never actually fought in the past. They like to gobble you up if you're small and weak. Build new units as they come available, as well. You want to gradually grow your Military throughout the game, but do not need to be #1. It is easy to defend in your own lands if you have enough troops. Note how I'd set up a fortified line to protect my lands in one of the screenshots above. Babylon was Friendly enough, but things can turn for the worse when you are starting to win by building Spaceship Parts. Castles etc. in your Cities are also a deterrent. In that game, I got to build Neuschwanstein , which encourages some defense and provides Happiness to the tune of 8-10 total for 3-4 Cities.

Play Peaceful for Research Agreements - Do NOT Neglect Research Agreements! Rationalism + Porcelain Tower will give you double from any Research Agreement. Research Agreements can only be formed between two Civs that have signed a Declaration of Friendship. You'll both get a chunk of Science based on the lower output Civ of the two's Science per turn. When you can make these with multiple Civs, you will generate more Science than they do. You may even give them Gold to ensure you get this done, if you like. That will also improve relations between you, preventing War, particularly when Ideologies and land disputes are in play.

Like Gold, High Science Output can be Everything When you have a huge Scientific lead of 10 Techs or more, you can essentially win the game however you like, but the obvious choice is to simply build the Spaceship. Still, being first to invent the internet, building the Great Firewall so other Civs can't, and getting a few late-game Cultural Wonders can be plenty to let you win with Tourism . You may use your massive wealth to buy your way to World Leader or crush your foes for a Domination Victory .

Learning More About Science Victory in Civ 5 This Guide is focused on generating Maximum Science for your Civ, while excluding the Scientific Victory. Once you have these basics down and understand how Science is generated, Scientific Victory should be easy to achieve so long as you are playing a difficulty appropriate to your skill. To see the Guide focused on how to complete a Scientific Victory, click here . This includes some basic tips for that type of win, how to pull it off, and is not as in-depth as this Guide.

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how do research agreements work in civ 5

Civilization 5 Research Agreement Worth It

There are some notable improvements in this new patch release. By far the best is the return of research overflow, eliminating the need for incredibly tedious research micromanagement to avoid waste. This greatly speeds up the rate of technology in the first 50 rounds of the game, as you`ve consistently lost cup-colored cups due to waste while researching every new technology. Thanks for Firaxis, although I`m not sure how much credit I should give for a feature that obviously should have been in the final version of the game! I also really like the change in the circus building: – There is no way to ping the map in Civ5, a basic feature of almost all online games, so have fun typing instructions to your teammates in the chat. Due to the way Civ5`s interface is designed, it`s also not possible to see your teammates` searches. 2) Non-existent multiplayer: I felt that Civ5`s multiplayer (MP) was in poor condition long before the game was released. The writing was on the wall: From the developer interviews, it was clear that MP was receiving very little attention. Whenever they were asked MP, the developers would give a no-response formula and quickly move on to the next topic. It`s also worth noting that none of the elite talents in the Civ3/Civ4 MP leadership community were part of the pre-release testing group, unlike Friedrich Psitalon`s massive contribution to the Civ4 testing process. Almost all of the new features promoted for Civ5 were solo in the design. For example, how exactly would city-states fit into an MP ranking game? Yes, you could always disable them, but what about civilizations that had city-state-based capabilities? Would they be left in the cold? During the summer months of 2010, the silence on MP Civ5 was deafening.

When the first and only mp preview was released less than two weeks before the release of Civ5, it could be seen that the developers were making an effort to sell a defective product. Read this MP preview of the time, it`s quite short. So four journalists played a game, they built a few cities in the desert, no one fought against anyone, and then the game ended after two hours. And it was to give Civ5 MP the best face possible. Ouch. Investments in research agreements are lost if they are broken. That`s why you should never go to war with your research partners if you can help them – because you lose both. * Forced steam installation. We can discuss Steam all day, and the forums were full of back and forth. Personally, I would just like it to be an option and not mandatory. I don`t think it does much to stop piracy, and I hate the fact that when Steam goes bankrupt, I`ll never be able to play the game I bought again. I think the downloadable content system that sells additional civilizations one by one is a tasteless business model.

Ugh. Sometimes AI leaders appear in diplomacy just to insult your civilization in some way. What for? Is it of any use? I can`t imagine anyone thinking it would be fun to have random insults like this. 1) One unit per tile: Yes, the biggest change in Civilization 5 is ultimately the biggest design flaw. This will be a controversial point because I know that many people really appreciate the new combat system, but it must be said: the restriction of one unit per tile is the central problem of the design of the Civ5. Everything is based on this limitation. All. It determines the functioning of urban production, it determines the pace of research, it explains why tile yields are so low. Civilization was written from scratch to take advantage of the “one unit per tile” limit for gameplay. Luddite wrote the best summary of how and why this system doesn`t work, so I`ll let it explain further before continuing: There`s only one problem: overall happiness is a complete failure to stop expansion in Civ5. It just doesn`t work. Civ5 returns to the old empire management system, where more cities are always better for your empire.

Keep in mind that there are no sliders for science/gold/culture in Civ5. Science is mainly population-based, with the basic formula of 1 population point = 1 cup/revolution. Gold is also largely population-based; Much of your income comes from internal trade routes between cities based entirely on population (the trade route formula is gold/tower = 1.25 times the urban population). Most of the remaining income comes from working with the trading posts, and more population means that more citizens manage these trading posts. In other words, unlike Civ4, where planting additional cities increases your costs and slows down science (at least initially), in Civ5, the exact opposite happens. Your gold and searches will increase as you have more cities, regardless of the quality of the land in question. There is no compromise between expansion, war and research. Stretch out and the war will increase your number of cups. An additional city will always be a net positive in terms of gold and research.

“I believe these problems are directly due to the decision to make civ V a one-unit game per tile (1UPT). 1UPT allows a lot of flexibility in the organization of your army. However, this only works if your army has empty space to settle in. This requires an army smaller than the map. 1UPT trained small army sizes, resulting in lower production and faster science, resulting in the broken economic system that this game now has.. .

Civilization Wiki

Research Agreement

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Wikipedia

A Research Agreement is an agreement that can be negotiated through diplomacy in the Civilization games. It gives both of the civilizations that sign it a bonus toward researching one or more technologies .

  • 1 Civilization V
  • 2 Civilization VI
  • 3 Other games

Civilization V

Civilization vi, other games.

Research Agreement is not present in (or the article has not been created for) the following games :

Game Article
Civilization
Civilization II
Civilization III
Civilization IV
Civilization VII
Civilization: Beyond Earth
Civilization Revolution
Civilization Revolution 2
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Freeciv
Civilization: Call to Power
Call to Power II
C-evo
Sid Meier's Colonization
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Civilization IV: Colonization
Sid Meier's Alpha Centauri‎
Starships

Future technology (CivRev)

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  • 3 Civilization VI

Altered Gamer

Civilization 5 Research Guide

The complete civilization 5 guide: research.

Technology is a very important part of Civilization 5 . A civilization that performs research quickly and effectively will always have an edge against a civilization that does not. Civilization 5 research is also obviously important if you wish to go after the research victory condition. Let’s look at the basics of research.

My beakers! Where are my beakers!

This base number of beakers, however, is modified by many things. City improvements often increase beaker income by providing bonuses – the Library, for example, provides one extra beaker for every two citizens in a city. Improvements allow for a further increase of beaker income through the assignment of citizens to specialist roles at those buildings – this takes citizens away from working the land and instead assigns them to academic pursuits.

Other Ways to Research

Besides increasing beaker production there are a few other ways to improve your research. One is through the production of great scientists, who can be spent in exchange for a free technology. There is some debate about the real usefulness of this as opposed to expanding the great scientist in the production of an Academy tile improvement, which improves a city’s beaker production.

The Consequences of Beaker Mechanics

Population is the raw production resource for beakers, so you will want to treat population as your primary resource if you are going for a technological victory. The population of your cities relies on food, so you will want to make sure your food production is as high as possible. This means proper planning of city locations, as it is very difficult to generate a high population in a city surrounding by mountains and desert.

Of course, having more people means having to deal with unhappiness. If your civilization becomes unhappy growth will slow, which in turn will prevent you from fully realizing the beaker production that might otherwise be possible. Unhappiness can be combated through city improvements, but this may be of limited utility because you’re already spending a great deal of time and money on the construction of research improvements. City-states can again be a good alternative, as they grant you access to their resources when they become your allies, thus boosting happiness. You can also try to exchange your excess luxury resources for access to the luxury resources of other civilizations. Finally, you can control unhappiness by picking social policies that make it easier to control a large population

This post is part of the series: The Complete Civilization 5 Guide

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What happens to a research agreement when we go to war in Civ 5?

I formed a research agreement with an AI in Civ 5, and when it was about halfway done he attacked me. Is that money just gone for both of us, or can we resume it somehow once I've taught him a lesson?

  • civilization-5

David Fullerton's user avatar

3 Answers 3

Investments into Research Agreements, if broken, are lost. This is why you should never go to war with your research partners if you can help it -- since you both lose.

Raven Dreamer's user avatar

The money you each put into the agreement is lost. This is not necessarily a bad thing - if you can trick someone into a research agreement before going to war, they will lose that money, which they could have used on defending themselves.

According to Wikipedia , the higher-level computer opponents will sometimes use this strategy.

BlueRaja - Danny Pflughoeft's user avatar

  • I had a research agreement get broken from me starting an attach, but got the "free" tech anyway. I think I was only a few turns from the end of it. –  Dave Commented Sep 24, 2010 at 16:50
  • 2 @Dave it was a bug in the first (unpatched) version of the game, it's fixed now. –  Oak Commented Oct 27, 2010 at 15:02
  • 3 I just Googled "Research Agreement" "War" and this was the first post that came up. This was my first ever game and Montezuma tricked me into spending all my gold to form a research agreement when he had 5 spearman directly outside my capital. I had no option but to accept incase it annoyed him. Two turns after he decalred war. And all the gold was gone. I then couldn't fast build a horseman to defend and lost. This was on easy difficulty so I can confirm this tactic isn't even used on higher difficulty games. It was my first time playing. –  Layke Commented Sep 10, 2011 at 13:56
  • @BlueRaja, Don't use a research agreement if you are going to break it. Offer the opponent GPT and goods for his treasury gold. The GPT and goods will be returned once you declare war. You'll be at least 500 richer instead of 500 poorer. –  Joshua Shane Liberman Commented Jan 29, 2013 at 17:16

GPT as BlueRaja mentioned is a good exploit for sure. Open borders also is a good trade or pretty much anything that pays out over multiple turns including your excess strategic resources. You'd think it would be a horrible idea to arm the enemy at your gates but once they declare war on you 1 of 2 things will happen:

Let's say you trade iron for gold to Montezuma just before he declares war on you... 1) He already had more reserve iron than swordsman/catapults/etc. on the field, meaning the excess iron you gave him provided no benefit, but he has now financed your defenses/fun budget. 2) Montezuma was actually able to increase his max number of (iron) units via the trade, but now that your supply of iron is cut off Montezuma will have a shortage of iron resulting in all of his swordsmen/catapults/etc. receiving a combat penalty until he is able to get back in the black. Also, he has now financed your defenses/fun budget.

Slayn's user avatar

  • 1 This is a good discussion of trading, but what does it have to do with research agreements, as asked in the original question? (Each answer here should directly address the question. Welcome to Arquade, and check out the faq .) –  PotatoEngineer Commented Jul 11, 2014 at 15:57

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how do research agreements work in civ 5

how do research agreements work in civ 5

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how do research agreements work in civ 5

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  • CIVILIZATION V
  • Civ5 - General Discussions

Question about Research Agreements

  • Thread starter JamesCivFan
  • Start date Nov 11, 2013

JamesCivFan

JamesCivFan

  • Nov 11, 2013

Hello, I have a question regarding Research Agreements in BNW. Do Great Scientists' "Discover Technology" feature count as "research you have produced" for the RA or not? In civilopedia, it says that the amount of research you gain from an RA, is dependent to the amount of research produced by you and your partner. So, if I gain 2500 beakers all at once, using a GS, will it count towards that? Or am I better off settling him down to an academy?  

Jaybe

civus fanaticus

I will do it in my next game, at an earlier phase, where the load times are better. My laptop is rather old and runs slowly after turn 200 or so. But, yes, I shall definitely report when I have the answer. It's a detail, but an important one.  

Can anyone post an explanation of how the RA works in general? All I know about it is that it's "money goes in, science comes out", but how much science I'm not sure of. I also don't really know the value of anything that increases RA gain, because I understand it's limited in some way by the weaker partner.  

Tabarnak

Cut your lousy hairs!

What I understand: Prior to the fall patch, the amount of science boost you get from RA is half of the median value of all available research (at the time of RA completion). For example, say when RA is done you can research following techs: 1. Animal Husbandary (Costs 70 science) 2. Writing (Costs 100 science) 3. Mining (Costs 80 Science) The median science value is 80 science. So your RA gives you half of this = 40 science. The way RA works changed after the fall patch. Tech leaders gain less from RAs, while tech laggers gain as much as before (therefore, relatively more compared to competition). Basically, you get the minimum of what you or your partner would have gained prior to the patch. So RAs can be used to catch up, if you are behind. If you are ahead, you should be reluctant to sign them.  

phillipwyllie

Wannabe deity.

  • Nov 12, 2013

Pre-patch: The bonus for each player is calculated as 50% of the median Science value for all of the technologies that player can currently research. Post-patch: The calculation is done as pre-patch but the lesser of the 2 bonuses is applied to both civs participating in a RA. This bonus can be increased by acquiring the Rationalism Social Policy, or by building the Porcelain tower Wonder.  

Yes, I knew about the median tech bonus. So, you're saying it's about the median value of the available techs, like old times, except that you get the least possible amount of research, right? For example, if by the time the RA finishes, and you have 3 techs available that need 6, 7, and 8 turns of research, you will get beakers equivalent to that of the 7 turn tech? (If you have both the PT and the Social Policy from Rationalism, meaning you get 100% of that value). Please correct me if I am wrong.  

YourHarry said: So RAs can be used to catch up, if you are behind. If you are ahead, you should be reluctant to sign them. Click to expand...
JamesCivFan said: Yes, I knew about the median tech bonus. So, you're saying it's about the median value of the available techs, like old times, except that you get the least possible amount of research, right? For example, if by the time the RA finishes, and you have 3 techs available that need 6, 7, and 8 turns of research, you will get beakers equivalent to that of the 7 turn tech? (If you have both the PT and the Social Policy from Rationalism, meaning you get 100% of that value). Please correct me if I am wrong. Click to expand...

It has Nothing to do with median tech. (that was in G+K/Vanilla) In BNW, the science you get depends on the science generated by the two partners over the time of the RA After the fall patch, they made it strictly based on whoever produces the Least Science. However, boosters (Porcelain Tower/Rationalism policy) apply to that base amount, so they let you get more than the other civ. (they also fixed a bug where science from RAs counted in science for future RAs.. or something like that)  

Browd

Actually the median tech mechanism was just in vanilla.  

  • Nov 13, 2013
Browd said: Actually the median tech mechanism was just in vanilla. Click to expand...

The RA output is measured over 30 turns, based on the combined research output of the two civs (ignoring other RA pay-offs and GS bulbs). Starting in G&K and continuing in BNW until the latest patch, base RA yield (before the 50% boosts from Porcelain Tower and Scientific Revolution) would generally equate to 5x your average beaker production over the 30 turns. Since your reward was effectively capped by your contributoin to the RA, you gained nothing extra by doing an RA with a science runaway or science peer, but really benefited by doing RAs with players with lower beaker production. However, the Fall Patch now caps base RA yield at the beaker production of the lesser partner in the RA, so now you are effectively penalized when doing RAs with science laggards. (As stated in the Fall Patch notes: "Both Civs will now only get the minimum of the two beaker counts (to balance out Rich getting Richer mechanic weakness).")  

  • Nov 15, 2013
Browd said: The RA output is measured over 30 turns, based on the combined research output of the two civs (ignoring other RA pay-offs and GS bulbs). Starting in G&K and continuing in BNW until the latest patch, base RA yield (before the 50% boosts from Porcelain Tower and Scientific Revolution) would generally equate to 5x your average beaker production over the 30 turns. Since your reward was effectively capped by your contributoin to the RA, you gained nothing extra by doing an RA with a science runaway or science peer, but really benefited by doing RAs with players with lower beaker production. However, the Fall Patch now caps base RA yield at the beaker production of the lesser partner in the RA, so now you are effectively penalized when doing RAs with science laggards. (As stated in the Fall Patch notes: "Both Civs will now only get the minimum of the two beaker counts (to balance out Rich getting Richer mechanic weakness).") Click to expand...

_alphaBeta_

_alphaBeta_

GoStu said: It's still kind of obnoxious that they won't tie a breakdown of what the result was and how it was calculated to the little toast showing the RA is done. All it would have to say is "Your Research Agreement with X is complete, granting you XXXXX Science!" with a quick breakdown on how that number was reached. Click to expand...

joncnunn

Senior Java Wizard

_alphaBeta_ said: So there's no way to tell how much the RA generated for you unless you manually calculate your beaker delta from the turn before the RA is ready to the turn after? In BNW terms, assuming no other wonder or social policy modifiers: Post-Fall patch: |Beakers Generated During Agreement|Beakers Awarded CivA| 200​ |50%*200=100 CivB| 500​ |50%*200=100 Pre-Fall Patch |Beakers Generated During Agreement|Beakers Awarded CivA| 200​ |50%*700=350 CivB| 500​ |50%*700=350 Is this correct? Click to expand...
  • Nov 16, 2013

The arithmetic in the chart is not right, but the point you are trying to illustrate is directionally correct. Let me use some more realistic numbers. Let's say Civ A produces 3,000 beakers over the 30 turns (average is 100 bpt -- maybe their beaker count rose from 75 bpt to 125 bpt over the 30 turns). Civ B is far more advanced, generating 9,000 beakers over the 30 turns, or an average of 300 bpt. In G&K, and in BNW until the Fall Patch, the formula for base yield of an RA (before taking account of PT or Scientific Revolution bonuses) was 50% * (your beaker count + min(your beaker count, RA partner beaker count))/6​ So, for Civ A, that would be 50% * (3000 + 3000)/6, or 500 beakers, while for Civ B, that would be 50% * (9000 + 3000)/6, or 1,000 beakers. In current BNW, the RA yield is tied to the beaker generation of the "lesser" RA partner. Since there is no more averaging, the RA divisor is now 3, rather than 6, and the formula for both RA partners is 50% * min(Civ A beakers, Civ B beakers)/3​ In this example, both parties get base RA yield of 500 beakers (50% * min(3000, 9000)/3). If CivB has PT, then his yield is 750 beakers (another +25%). Adding Scientific Revolution would then yield him the 1000 beakers he would have gotten under the old formula BEFORE accounting for PT and Scientific Revolution bonuses. EDIT: Fixed the typo _alphabeta_ notes below. Thanks for the catch!  

Browd said: In current BNW, the RA yield is tied to the beaker generation of the "lesser" RA partner. Since there is no more averaging, the RA divisor is now 3, rather than 6, and the formula for both RA partners is 50% * min(Civ A beakers, Civ B beakers)/3​ In this example, both parties get base RA yield of 500 beakers (50% * min(3000, 9000)/ 6 ). If CivB has PT, then his yield is 750 beakers (another +25%). Adding Scientific Revolution would then yield him the 1000 beakers he would have gotten under the old formula BEFORE accounting for PT and Scientific Revolution bonuses. Click to expand...

player1 fanatic

player1 fanatic

So, essentially, you get 5 turns of your average research in last 30 turn, if you are weaker partner, or 5 turns of your partner's average research in last 30 turn, if he is weaker partner? All this without boosting policies/wonders.  

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ELI5: Research agreements, i have no idea who benefits or how they work.

I have no idea who benefits or how they work. All i know is that i will be the most advanced civ, and other civs want me to pay them for a research agreement?

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COMMENTS

  1. What does the Research Agreements do? :: Sid Meier's Civilization V

    heatson May 17, 2014 @ 7:32pm. You must have a Declaration of Friendship to do this. Once you do, you and another player can "donate" a set amount of gold to a reasearch agreement which takes about 30 turns on standard speed. Once the 30 turns are up, you and that person you have a research agreement with get a tech boost.

  2. Can someone explain how Research Agreements work? : r/civ5

    Research agreements have a base cost that increases per era. Research agreements can only be signed during a declaration of friendship, but they can continue even if the friendship ends, unless broken by a declaration of war or extinction of the other civ. If you and the AI are in the same era, or even if the AI is ahead of you, the AI will ...

  3. So how do research agreements work? : r/civ5

    I believe that in G&K, instead of the lesser of the total science, it uses the average of the total science as the numerator, thus in the above case both you and Civ A would gain 150 science. In Vanilla, you gain science that equals to the median science cost of all your currently researchable techs. 3.

  4. Can somebody explain Research Agreements to me? : r/civ

    Gaminic. • • Edited. Research Agreements give a one-time boost in research. Two Civs with a Declaration of Friendship have to invest a sum of gold, then wait 30 (Standard) turns for it to complete. If the Civs go to war within that 30turn period, the RA is cancelled completely and there is no refund.

  5. How do research agreements work?

    The cost goes up the further into the game you are, and you may need to add a little gold to the deal if you are far enough ahead of the civ you're making it with. Upon completion, you both get a science boost equal to 50% of the median cost of all techs that you (and only you) can currently research. Scientific Revolution in the Rationalism ...

  6. Civ 5 Science Guide: Maximizing Research Output

    By understanding how Science is calculated, the knowledge can be used to maximize your Civ's Science output. Population IS Science. Population and Science go hand in hand. With no other buildings involved, one Population equals one Science. Higher Population throughout your Empire, or even in a single City = higher Science output.

  7. Research Agreement Mechanics, Civilization V: Brave New World

    Exploring some mechanics in Brave New World with the way Research Agreements work. Also dabbing a little bit into overflow. I wasn't too sure about any of ...

  8. Research Agreements (BNW)

    Basics of Research Agreements. Research agreements become available to a civilization when it has researched Education. For an investment of gold, an embassy in each capital, and a DOF, two civilizations may agree to sign a research agreement. The length of the research agreement is determined by game speed (30 turns on Standard speed).

  9. How do the new Civ 5 G&K Research Agreements work?

    4,554. Nov 2, 2012. #2. the sum of you and your partners beaker output per turn is divided by 6, then modified by the 50%+SP/PT bonus. The maximum you get is somewhere in the range of 5-10 turns worth of your own bpt as the output (10 turns = you specifically having SP/PT, 5 turns = not having them). That depends of course on if your partner ...

  10. How do research agreements work?

    Attached is a save one turn before my agreement completes and the turn of completion. I got no boost to my research except for what my empire produce that turn. You can clearly see from these screen shots my research progress and how it didn't move. This seemed to happen all game but I wasn't...

  11. Research Agreements (vanilla)

    Definitions. RA - Research Agreement. Tech - Technology. Bulb - A freely granted technology gained by either expending a great scientist, completing Oxford, the Great Library or the Scientific Revolution social policy. Basics of Research Agreements. Research agreements become available to a civilization when it has researched philosophy.

  12. Civilization 5 Research Agreement Worth It

    Civ5 returns to the old empire management system, where more cities are always better for your empire. Keep in mind that there are no sliders for science/gold/culture in Civ5. Science is mainly population-based, with the basic formula of 1 population point = 1 cup/revolution. Gold is also largely population-based; Much of your income comes from ...

  13. Research Agreement

    A Research Agreement is an agreement that can be negotiated through diplomacy in the Civilization games. It gives both of the civilizations that sign it a bonus toward researching one or more technologies. Research Agreement is not present in (or the article has not been created for) the following games :

  14. How exactly do research agreements work?

    When a research agreement is signed, it's almost impossible that the two friendly civs have exactly the same science output as each other. So I imagine the one with more science will be putting in more "work"...something like that. Am I right or wrong? And what about the end result? Do both civs get an identical amount of science after it is completed? Just how much additional science does the ...

  15. Civilization 5 Research Guide

    The Complete Civilization 5 Guide: Research. Technology is a very important part of Civilization 5. A civilization that performs research quickly and effectively will always have an edge against a civilization that does not. Civilization 5 research is also obviously important if you wish to go after the research victory condition.

  16. What happens to a research agreement when we go to war in Civ 5?

    8. The money you each put into the agreement is lost. This is not necessarily a bad thing - if you can trick someone into a research agreement before going to war, they will lose that money, which they could have used on defending themselves. According to Wikipedia, the higher-level computer opponents will sometimes use this strategy.

  17. Can you guys explain the importance of Research Agreements ...

    After 30 turns, you immediately gain 2000 Science. Research Agreements are very worth it. They are all but required for fast science victories and for science victories full stop at higher difficulties. One good tip is to sign multiple agreements simultaneously; time them so that they finish 8 turns after you complete building that eras science ...

  18. How does research agreements works?

    Prince. Well your question doesn't make any sense, so I'll just tell you how research agreements works. Basically, once your research agreement naturally ends, you are given a large boost to science. This science is worth the median beaker value of your yet to be researched techs. So, hypothetically if you had three techs left, one costing 2000 ...

  19. What do research agreements do? : r/civ

    Another thread going over research agreements - covers how research agreements work per era in the comments. Research agreements are fantastic if your aim is to go for a quick scientific victory. I would recommend not signing research agreements with a Civ that is ahead of you in science though. You'll notice when you are dominating the science ...

  20. How do I start a research agreement? :: Sid Meier's Civilization VI

    It's an option in the trade menu, although the AI seems very reluctant to accept the offer. You must of course first researched the tech for the research agreement to be possible to do. Then the other nation must have researched the ability to do research agreements as well. Now you're ready to do the agreements ONLY IF you both share the same ...

  21. Question about Research Agreements

    Hello, I have a question regarding Research Agreements in BNW. Do Great Scientists' "Discover Technology" feature count as "research you have produced" for the RA or not? In civilopedia, it says that the amount of research you gain from an RA, is dependent to the amount of research produced...

  22. ELI5: Research agreements, i have no idea who benefits or how they work

    Research agreements benefit you as well as your partner. Sometimes you may think that you don't want to help boost the AI's science, but the fact is that even if you don't want to sign RAs with the AI, they're still gonna sign RAs with each other.