Real Science Pace

⭐ — (0 endorsements) 📥 3,081 downloads

By Infixo · Civ Mod

⬇ Download Mod Source: Official source ↗

🔍 Analysis

  • 👍 0.0% endorsement rate
  • 🏆 #161 of 800 Civ Mod mods in this game by downloads

📋 About This Mod

New version 1.2 as of 21.02 - Gathering Storm update. Rise & Fall and Gathering Storm note. This mod works with expansions. However, it does not support any specific R&F nor GS "sciency" features or changes. Empire size impacts research speed. Science from population is drastically reduced and it's no more the deciding factor - what matters are Campuses, scientists, alliances with City States, Policies and of course Great Scientists. But there's a catch - every new Campus you build will decrease scientific buildings' output slightly (6%-9%, depending on the building). Science-related bonuses from Policies and City States are mostly halved (e.g. 100% bonuses are now 50%, 10% alliance bonus is 5% now). You need to carefully optimize your approach to research! Why this mod? In Civ6 there is no tech cost scaling based on the number of cities in your empire (a mechanic well known from Civ5). Also, there are no buildings that increase science output by percentage. It would seem that designers wanted to apply anti-inflation approach. All science comes from patiently gathered +1, +2 yields, scientists, etc. Well, they were almost successful. Unfortunately, there are still mechanism that generate inflation-like effects. Science is generated by population (0,7 yield from 1 pop). Doesn't seem much? Well, this is the main cause of late-game huge science output as it provides more than 40% of your science and even more in wide-empires. Scientists and science buildings provide only 10-15%

New version 1. 2 as of 21. 02 - Gathering Storm update. Rise & Fall and Gathering Storm note. This mod works with expansions. However, it does not support any specific R&F nor GS "sciency" features or changes. Empire size impacts research speed. Science from population is drastically reduced and it's no more the deciding factor - what matters are Campuses, scientists, alliances with City States, Policies and of course Great Scientists. But there's a catch - every new Campus you build will decrease scientific buildings' output slightly (6%-9%, depending on the building). Science-related bonuses from Policies and City States are mostly halved (e.g. 100% bonuses are now 50%, 10% alliance bonus is 5% now). You need to carefully optimize your approach to research! Why this mod? In Civ6 there is no tech cost scaling based on the number of cities in your empire (a mechanic well known from Civ5). Also, there are no buildings that increase science output by percentage. It would seem that designers wanted to apply anti-inflation approach. All science comes from patiently gathered +1, +2 yields, scientists, etc. Well, they were almost successful. Unfortunately, there are still mechanism that generate inflation-like effects. Science is generated by population (0,7 yield from 1 pop). Doesn't seem much? Well, this is the main cause of late-game huge science output as it provides more than 40% of your science and even more in wide-empires. Scientists and science buildings provide only 10-15%

📊 Mod Details

Game
Civilization 6 Mods
Author
Infixo
Version
N/A
Downloads
3,081
Endorsements
0
Category
Civ Mod

🔧 How to Install Civ 6 Mods

Download from CivFanatics, extract, and place in the game's mods folder.

📖 Full step-by-step install guide for Civ 6 →

Visit the official mod page for specific installation instructions for this mod.

🎮 Need cheat codes or console commands? Check ur gaming wiki for Civ 6 commands, item IDs, and more.

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