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science mechanic question?

Discussion in 'Civ5 - Strategy & Tips' started by slo, Aug 22, 2013.

  1. slo

    slo Warlord

    Joined:
    Sep 22, 2008
    Messages:
    150
    kind of a basic question, but does anyone know how science is generically produced?
    Meaning I know how buildings and wonders add to it, but how much does each city generically make? how much does each person make ect...
    also, does the number of cities i have increase the cost of technologies like culture does?

    thanks
    slo
     
  2. arand86

    arand86 Warlord

    Joined:
    Jul 22, 2013
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    278
    Each population gives you 1 science per turn. So basically, the bigger your pop, the better your science. Simple.
    The palace (in every capital) produces 3 science per turn, so you don't fall flat on your face to begin with.

    New annexed cities increase tech costs by 5%, like social policies and their mechanic.
     
  3. slo

    slo Warlord

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    Sep 22, 2008
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    thanks so much...
    slo
     
  4. jahsoldier

    jahsoldier Warlord

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    Aug 11, 2008
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    Another way to look at it is that plenty of :c5food: and :c5happy: = plenty of :c5science:.
     
  5. Deau

    Deau Emperor

    Joined:
    Apr 17, 2011
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    1,367
    Location:
    Quebec, Can
    I didn't bother to test it up but tooltip says puppets also increase the cost for science and given how much slower paced teching warmongers get with puppet empires, I would dare and say that the tooltip is correct.
     
  6. Fire0rb

    Fire0rb Warlord

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    Mar 11, 2013
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    I had a game where i was 6 turns after another 1 turn away from Satellites because i captured a city every turn so i guess the puppeted cities do increase the cap as well ;)
     
  7. dangermouth

    dangermouth Chieftain

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    If you lose a city, does the science cost go down?
     
  8. Moriarte

    Moriarte Immortal

    Joined:
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    The thread inspired me to do some testing: (used IGE)

    Initial cost of theology

    Spoiler :


    After settling one more city (+5.03%)

    Spoiler :


    After settling third city (+4.19%)

    Spoiler :


    After puppeting Assur. (+4.60%)

    Spoiler :


    Before puppeting Porto

    Spoiler :


    After puppeting Porto (+3.85%)

    Spoiler :


    Porto annexed, then razed. (+3.85%)

    Spoiler :


    Porto insta razed (0 change to tech. costs)

    Spoiler :


    Meaning: keep only good cities, insta raze bad ones.

    Used medieval start, standard Pangaea.

    One more thing to note: it seems that if you start later than ancient era, you won't get tech. discounts upon meeting other civs.

    EDIT:

    Puppeted, then sold Porto (tech costs go down to initial values)

    Spoiler :


    Annexed, then sold Porto (permanent +3.85% increase)

    Spoiler :
     
  9. ntr0py

    ntr0py Chieftain

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    Location:
    Switzerland
    As far as I can tell the first city counts as +5% aswell. Pottery base value (35) on standard map (110 modifier) is...

    floor(35 * 1.1 * 1.05) = 40

    However there are still some numbers in the code that don't add up for me. There is a number crunching thread somewhere, but I get different results for BNW.
     
  10. joncnunn

    joncnunn Senior Java Wizard Moderator

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    Missouri
    In case of puppets, there are additional science penalties for being a puppet. It's -25% in that city, but the result of that with the city is either rounded or truncated.
     
  11. Lord Katana

    Lord Katana Warlord

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    Moriate, your numbers go down. Does that mean that it's 5% of the basecost? and 3,85% of the current tech cost?

    If so, one could argue that settling more cities is better since the penalty goes down (5,03%, 4,19%, 3,85%) or am i making a logic mistake somewhere?
     
  12. Catan_Settler

    Catan_Settler Prince

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    It's a percent so it scales. There are a lot of variables underneath that such as.. what IS your science already at? And how much science is this new city putting out? If you are ok with math, you'd realize 5% is a drop in the bucket, and should not discourage you from planting new cities. If you can't make a city that is capable of adding more than 5% to your overall science, something is wrong. Sure it may not start that way the first turn you settle it but, 5% is not a major penalty considering over time each city can be pulling in hundreds of science on their own.
     

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