One of the issues is that Public Schools are simply way too powerful. Consider the Science output of a satellite City with 17
and 3
from one Scientist.
With a Library (+1
per
)
: 20
...and a University (+33%
)
: 26.6
[a +33% increase]
...and a Public School (+3:c5science, +1
per
)
: 53.2
[a +100% increase]
I'd propose something more reasonable like +1
per 3
for the Public School. This looks terribly weak, but would still actually raise the City's
yield by a healthy amount (26.6 -> 34.1, a 28% increase). This kind of increase, as we would want, would still very easily be worth it right away for any Civ prioritizing Science, and eventually worth it for virtually all Civs.
Obviously mid- and late-game tech costs would have to be rescaled after such a change, but I think the gameplay result would be worth it. Not all of the AIs prioritize Scientific Theory and Public Schools above all other options. This shouldn't cripple them. Similarly, beelining through the tech tree for Scientific Theory is almost always the best choice for humans who want to keep pace with Tech leaders, which is no fun.
Here's a list of changes I think could help Science balance, esp. with respect to runaways:
- Make Public Schools less powerful.
- Change one of Rationalism's + policies (Free Thought [+1 on Villages, +17%:c5science from Universities], perhaps?) to something like "+20% from Public Schools," to reduce the raw beaker advantage of Civs who choose Rationalism.
- Add something like "+20% in Cities with a National Wonder" to the Tradition finisher, to help tall civs compete in Science. (The current finisher's +25% surplus could be moved to, say, Landed Elite, replacing the +2 per City. But it might be too easy for wide players to cherrypick the +25% then, so Ceremonial Rites could be added as a prerequisite).
- Reduce the Pioneer Fort's + bonus. (Has anyone else noticed Washington is often a population & Science powerhouse?)
- Lastly, I suspect the -% Building maintenance for AIs has a snowballing effect for expansionist/wide AIs: they get just as much Income but pay less maintenance for each new City, meaning they can buy out lots of CSs for the luxiries/.