List of extra science bonuses

pandasnail

Prince
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Nov 18, 2015
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With so much talk about balancing the new science, I thought it might be useful to have a list, and y'all smarts can go through and discuss rebalance.

(This assumes the civpedia is accurate)

UAs:
Arabia +1 from Historic Events
Assyria: techs or science from city conquest. +2 from Great Works
Babylon: Free GS. +50% Great Scientist generation
Brazil +50% GP rate during Golden Ages
Celts: Unique Pantheons
Dagda: +1 Science per 6 followers
Epona: +15 scaling Science when borders expand
Lugh: +4 Science in cities with specialists
Ogma: +1 Science per 4 pop
Rhiannon: +2 Science in every city
Egypt: Artifacts +2 Science
Ethiopia: getting free techs
Korea: +1 Science from Specialists and +2 Science from GPIs. Science boost from building science buildings. (don't know exact numbers or exact qualified buildings)
Maya: Free GPs
Ottoman Turks: 100 scaling science for completing an international trade route
Portugal: Science from trade routes, 2 per 'RouteMovement'
Russia: +1 Science from SRs, +20 scaling from buying a tile
Siam: +75% from allied military CSes.
Venice could use extra routes for science

UUs:
Shoshone Pathfinder can pick a tech, I think that's the only one.

UB/UI:
Coffee House: 10% of culture converted into science
Doge Palace: +5 Science vs +3 Science for Palace
Encampment: +1 Science at Ecology
Hanse: 10% of gold converted into science
Kuna: +1 Science +2 Science at Archaeology +1 at Math +1 Astronomy
Paper Maker: Scaling science from pop (1 flat science instead of flat 2 science) - 1 science per 4 citizens in city
Royal Library: Gives all Libraries +2 Science
Seowon: 20% Faster great people and 50% instant boost for science vs 33% for univ. According to civpedia, Seowon gives +1 science to forest and jungle compared to +2 for university. Don't know if that's right.
Skola: 1 per 3 pop vs 1 per 4 for the Public School.
Smithsonian: Gives all Museums +5 Science. +5 Science if themed.
Walls of Babylon: 1 Science and a Science specialist.
Wat: +2 Science from Temples and Shrines in the city.

WWs:
Bletchley Park: +5 Science
CERN: Science Boost and +10 Science
Crystal Palace +2 Science for Factories
Great Library: Free Tech, +3 Science, and +3 Science if themed
Hubble: 2 Free GSes
ISS: 1 Science from Engineers, 33% more science from bulbing GSes.
Oracle: +1 Science
Porcelain Tower: 50% more from RAs or +25% Science boost in city
Sankore: +1 Science. 50 Science for expending a GP. Free Mosque.

Policies:
Tradition
Ceremony: +3 Science, Science specialist
Progress
Opener: 20 scaling Science from a citizen born in the capital.
Fraternity: +2 Science from city connections
Authority
Dominance: 125% of CS on kill
Imperium: Grants 25 science and culture from settling/conquering cities

Piety
Monasteries: +2 Science, scientist specialist
Syncretism: +2 Science on Markets, Caravanasaries, and Harbors in cities following majority religion.
Finisher: +2 Science in cities following majority religion
Aesthetics
Humanism: +3 Science on Amphitheaters, Opera Houses, Museums, and Broadcast Towers.
Statecraft
Scholasticism: CS allies provide +33% of what they produce.

Industry
Mercantalism: +2 Science from Customs House, Bank, and Stock Exchange.
Imperialism
Military Tradition: Barracks, Armories, and Military Academies +3 Science
Finisher: Ocean, coast, and lake +1 Science
Rationalism
Opener: +5% Science when happy.
Scaler: +1% Science when happy
Finisher: +33% GS rate and can buy GSes with faith
Academics: +1 Science from specialists
Empiricism: +3 Science from SRs
Enlightenment: +10% Science during GAs
Free Thought: +2 Science from villages

Order
Academy of Sciences: Free Public School in every city
Great Leap: Two free techs
Hero of the People: Free GP and +25% GP rate
Party Leadership: +2 Science per city
Worker Faculties: +3 Science from Factories
Autocracy
Military Industrial Complex: +3 Science from Defense Buildings, Citadels, and UIs.

Resources:
Amber monopoly: +2 Science from resource tiles
Cloves: +1 improvement science
Whales: +1 base science. monopoly +10% science in all owned cities
Uranium: +1 base science, +1 improvement science, global monopoly +10% science in all cities

Beliefs:
God King +1 Science for every 6 followers
Goddess of Renewal: +1 Science from herbalists
Goddess of Wisdom: 1 science per city

Council of Elders: Boost to science when a city adopts religion, 'YIELD_SCIENCE', 40
Council Of Elders NW Holy Council: +5 Science to Holy Sites
Holy Law: Science for purchasing a policy, YIELD_SCIENCE', 50
Theocratic Rule: +15% Science from We Love Days
Mandate of Heaven +15% Science in Holy City during Golden Age
MoH NW Celestial Throne: +2 Science
Way of Transcendence: +300 scaling Science when you enter a new era

Cooperation: Gain 5 scaling Science when a citizen is born
Mastery: +2 Science on science specialists
Scholarship: 1 Science per 2 followers, max 15
Mosque: +3 Science
Synagogue: +15% science during We Love Days

Evangelism: Gain science when a missionary spreads to cities of other religions, I think is SciencePerOtherReligionFollower = '10'
Sainthood: +1 Science for every 6 followers in foreign cities

Global Commandments: +10 scaling science when hosting WC. 150 scaling for passing a proposal
Jesuit Education: Can buy Unis, Schools, and Labs with faith.
Glory of God: +50 scaling Science when expending a GP

Natural Wonders
Old Faithful: 6 Science
Barringer Crater: 5 Science
Great Barrier Reef: 2 Science
 
Nice, thanks for putting that together :)

You mentioned Portugal & Ottoman UA for trade routes but you can also mention the base science that the other 41 civs get for trade routes as well.
 
Were there any changes to the science-producing Natural Wonders in the March 1st or 6th betas? I didn't notice any changes. If anyone has found them, how are they balanced with the new science system?
 
A few ones not listed at the moment:

UA:
Babylon: also has a +50% :c5greatperson: Great Scientist generation.
Brazil: +50% :c5greatperson: Great Person generation (all, not just culture ones) during golden ages.

Piety:
Monastery: also adds a scientist slot, not just the +2:c5science: yields.
Finisher: also provides +2 to all yields in cities following your founded/majority religion.

Beliefs:
God of Commecre: +2:c5science: in cities with a city connection.
Synagoge: +15% :c5science: during "We love the King".
 
A few ones not listed at the moment:

UA:
Babylon: also has a +50% :c5greatperson: Great Scientist generation.
Brazil: +50% :c5greatperson: Great Person generation (all, not just culture ones) during golden ages.

Piety:
Monastery: also adds a scientist slot, not just the +2:c5science: yields.
Finisher: also provides +2 to all yields in cities following your founded/majority religion.

Beliefs:
God of Commecre: +2:c5science: in cities with a city connection.
Synagoge: +15% :c5science: during "We love the King".

Thanks! Added these as well as the Natural Wonders
 
A few ones not listed at the moment:

UA:
Babylon: also has a +50% :c5greatperson: Great Scientist generation.
Brazil: +50% :c5greatperson: Great Person generation (all, not just culture ones) during golden ages.

Piety:
Monastery: also adds a scientist slot, not just the +2:c5science: yields.
Finisher: also provides +2 to all yields in cities following your founded/majority religion.

Beliefs:
God of Commecre: +2:c5science: in cities with a city connection.
Synagoge: +15% :c5science: during "We love the King".

If I'm not mistaken, God of Commerce doesn't give +2 science as of the latest version (it's +2 gold now).
 
The changelist mentioned that God of Commerce would provide both gold and science. If it's providing only one of them, it should be a bug.
 
The changelist mentioned that God of Commerce would provide both gold and science. If it's providing only one of them, it should be a bug.

Oh, right, that's actually a typo (Gazebo confirmed it at some point). It should be +2 faith, +2 gold.
 
I didn't play after the big science change. So I want to ask if the conversion of production to science is still there and unchanged. If yes than that one can also provide one with large science output and should be added to the list.
 
Science monopolies seem like they need a nerf, just started next to Ambers (about 7 of them), got monopoly and thanks to that I could easily delay science buildings while still keeping up and eventually overtaking my enemies.

Also you forgot some religious wonder in the list, I'm sure one of them added +5Science to Holy Sites.
 
Science monopolies seem like they need a nerf

Probably only really an issue for Amber. The 10% from whales isn't going to make a difference and the ones from strategic resources comes too late to make a difference.
But I'm totally with you about the Amber.
 
Probably only really an issue for Amber. The 10% from whales isn't going to make a difference and the ones from strategic resources comes too late to make a difference.
But I'm totally with you about the Amber.

Yeah I agree, Whales monopoly is not an issue and Strategic Resource monopoly you will probably only get when you have 50% of the map which means it doesn't matter.
 
I didn't play after the big science change. So I want to ask if the conversion of production to science is still there and unchanged. If yes than that one can also provide one with large science output and should be added to the list.

Well, the idea was to put the stuff that only some civs have access to.

Also you forgot some religious wonder in the list, I'm sure one of them added +5Science to Holy Sites.

You are correct. Added.
 
Well, the idea was to put the stuff that only some civs have access to.

Believe me, they all have access to social policies ;). The reason that I added conversion to science is, that with the change to science this seems very drastic for gameplay not to use it if the conversion is still 25%.
 
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