Religious +Research Buildings

paintanker

Chieftain
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Apr 24, 2010
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I can't remember which religios building it is that boosts research, but if I have one of those from each religion in my city, does that boost my research 10% for each one? What if I have all of them from all the religions in 4 cities?

And is that 10% a base 10%, or 10% of what my current speed is?


Thanks

Edit: What do you mean research 'only in that city'? I thought the only research that happened was the research of new technologies from the empire as a whole. How can an individual city research something?
 
The monasteries, which boost research only boost the amount of research done the particular city it is placed in. Like if you are running 80% research it doesn´t move your slider up to a total of 90%. They are quite weak and gets obsolete quite early. But if you are that lucky to have all religions present in a city, then those cities will get i huge bonus to their research. As this is not very common, i tend to stick with building libraries, universities and so on instead. The monasteries has the biggest impact on larger cities with a high rate of commerce.

Hope that answered your question.
 
Each city provide a certain amount of :science: per turn that all add up to something.

Let's say these are your cities:

Stockholm: 70 :science:
Göteborg: 30 :science:
Malmö: 20 :science:
Uppsala: 40 :science:
Umeå: 40 :science:

200 :science: per turn.

So if I tech costs 1000 :science:, it'll take 5 turns of research.
 
And is that 10% a base 10%, or 10% of what my current speed is?

10% of your base rate. So a Monastery isn't going to help you produce more beakers until the city is already creating 10 of them on it's own, without the help of any other building. All the modifiers of buildings in the game are added to the base rate of whatever it is they're boosting.
 
And the base rate is the :commerce: turned into :science:.

(Unless you're using Scientists, Spies, or any other specialists while in representation :))
 
Depending on the slider, yes. If your slider is set att 100%, all of your :commerce: will be transformed into :science:.
 
What do you mean by this? The more gold I make per turn, the more research I make?

You have a common terminology problem: :commerce: is commerce, not gold. Gold is :gold:. Unless maybe you are still using plain Civilization without expansion packs - I think it was originally the same symbol, which was very confusing to people. (It is made even more confusing by the existence of the gold resource, which is something else entirely - although working a tile that has the gold resource and a mine on it also provides a lot of commerce.)

Commerce, not gold, is what a city's worked tiles directly provide to you (in addition to food and production), and it also comes from trade routes (and possibly a few other things).

Commerce is converted to gold, research, culture, and/or espionage points depending on how your sliders are set. Each of these things can also come directly from other sources, like specialists or buildings (especially for culture and espionage - buildings are usually the main source of these).

Working more tiles that provide commerce, or tiles with higher commerce values, gets you more commerce. Having more, or better, trade routes also gets you more commerce. There are also some buildings that increase the amount of commerce you get, for example a harbor gives +50% commerce to each trade route that city has.

The buildings in each city only modify the commerce, gold, research, etc. that that specific city produces. A monastery gives +10% research to the city where it is built. Two monasteries in the same city give +20%. As with pretty much ever other case, the percentages add before applying them - they are not multiplicative. If you have a city produces 20 RP/turn and you build 2 monasteries and a library (+25% research) you get 20*(1+0.1+0.1+0.25) = 20*1.45 = 29 research points from that city, not 20*1.1*1.1*1.25 = 30.25.

(Side note: the +50% per trade route from a harbor is not very effective if all you have is domestic trade routes since most of them give 1 per turn and the fraction is rounded back down to 1, unless you are playing a mod that allows fractional trade routes and only rounds after adding them all together for the city. It is better if you have foreign trade routes since those usually give more, which is a good reason to have open borders with some of the other civs. That first open borders agreement with a civ you can reach via roads, rivers, and/or coast without intervening civilizations or barbarians blocking them can more than double your trade route commerce, especially if you have a few harbors.)
 
What do you mean by this? The more gold I make per turn, the more research I make?

You have a minor but common misunderstanding. The coin symbol :commerce: represents commerce not gold. The double stack of coins symbol :gold: represents gold. Commerce can be converted to gold, research, culture, and/or espionage depending on how you set the research, culture, and espionage sliders.
 
10% of your base rate. So a Monastery isn't going to help you produce more beakers until the city is already creating 10 of them on it's own, without the help of any other building. All the modifiers of buildings in the game are added to the base rate of whatever it is they're boosting.

Are you sure about this?
I thought I read somewhere it would give you at least 1 beaker/monastery... but I can't be sure.
 
I thought I read somewhere it would give you at least 1 beaker/monastery... but I can't be sure.

I've never seen any mention of this. In the XML file it only adds a 10% increase, nothing else. Of course this also includes any specialists you may be running as well, not just the base beakers from commerce.
 
I've never seen any mention of this. In the XML file it only adds a 10% increase, nothing else. Of course this also includes any specialists you may be running as well, not just the base beakers from commerce.
I read something somewhere... but can't be sure... it was the same for :gold: and other stuff too.
 
They are quite weak and gets obsolete quite early. But if you are that lucky to have all religions present in a city, then those cities will get i huge bonus to their research. As this is not very common, i tend to stick with building libraries, universities and so on instead. The monasteries has the biggest impact on larger cities with a high rate of commerce.
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Monasteries are 60 hammers and give a 10% boost; universities are 200 hammers and give a 25% boost (plus one more cpt). You get a better hammer-to-beaker ratio with a monastery, and you also complete the monastery quicker. Monasteries go obsolete, but you can also build them earlier, so, at the end of any given game in which you've built a monastery and a university in the same city, it isn't at all obvious that the university gave you more turns of bonus research. Of course the monastery as a research-booster becomes more and more iffy as you get closer to scientific method.
 
Are you sure about this?
I thought I read somewhere it would give you at least 1 beaker/monastery... but I can't be sure.

Definitely 10% times your basic research for that city. It says so in the popup when you mouse over the monastery in the city screen. I can also say so from experience because I build them all the time for the extra culture they provide, which does not go away when they become obsolete, unlike the research bonus.
 
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