I sat down with some of the great lists of improvements and explanations that have been coming out lately and decided to try getting a city with as high a science output as possible.
I think it's first important to note that in Civ IV you're have the ability to create a super science city, but more importantly, you have the chance to create a super science culture. I will deal with creating a Super Science City first, and a Super Science Culture second.
The Super Science City
Science is also dependent on commerce. It still holds true that putting your super science city on terrain with as many river squares as possible will help you out. I didn't do that in the game I just finished, but I still came up with some impressive scientific numbers.
1. Oxford University (+100 % research, make three pops scientists)
2. Academy (Great Scientist's building +50% science)
3. Lab (+25% Science, space prod. bonus)
4. Library (+25% Science, make two pops scientists)
5. Observatory (+25% science, make one pop scientist)
6. University (+25% science)
Net gain: 250% science, plus just about as many pops as scientists as you want.
Wonders
1. Great Library (+2 Free Scientists)
2. Statue of Liberty (+1 Free Specialists in all cities) even though you're probably reasearching so fast at this point that you don't need it, I was going for numbers.
Here are my city's stats
-Washington (20)
-576 research production (producing research instead of units or buildings added 23 to that total.)
-8 Scientists (+6 beakers each because of representation civic)
-5 imbedded great scientists (+9 beakers each, although these might be better used setting up academies in other cities with high research output)
+250% science production from buildings discussed above
-Three other imbedded great persons at +3 science each
Those stats are heavily dependent on creating the . . .
Super Science Culture
The most important thing you have to do to be successful with this strategy is to gear both your building strategies, and you civics choices toward science.
The civics I went with are as follows.
1. Representation - this adds +3 science to every specialist. This means every times you assign a scientist specialist, you are actually assigning two scientist specialists because the scientist, already +3 gets the bonus as well.
2. I used Bureacracy because it helped my build all the things I needed in my capital, but later switched to Free Speech.
3. Caste System - This is also critical because it allows you to assign and unlimited number of specialists, all of them scientists. By the end of the Industrial era, I had at least five scientists in every city, doing the work that ten scientists would do because of the representation civic.
4. Mercantilism - I used this early because of the +1 Free Specialists. This is very useful when you're getting off the ground and need to balance defense spending and improvement spending.
5. Free Religion - Gives +10% to Science.
That's it. I'm sure there are better ways to do this. Post with questions or comments.
I think it's first important to note that in Civ IV you're have the ability to create a super science city, but more importantly, you have the chance to create a super science culture. I will deal with creating a Super Science City first, and a Super Science Culture second.
The Super Science City
Science is also dependent on commerce. It still holds true that putting your super science city on terrain with as many river squares as possible will help you out. I didn't do that in the game I just finished, but I still came up with some impressive scientific numbers.
1. Oxford University (+100 % research, make three pops scientists)
2. Academy (Great Scientist's building +50% science)
3. Lab (+25% Science, space prod. bonus)
4. Library (+25% Science, make two pops scientists)
5. Observatory (+25% science, make one pop scientist)
6. University (+25% science)
Net gain: 250% science, plus just about as many pops as scientists as you want.
Wonders
1. Great Library (+2 Free Scientists)
2. Statue of Liberty (+1 Free Specialists in all cities) even though you're probably reasearching so fast at this point that you don't need it, I was going for numbers.
Here are my city's stats
-Washington (20)
-576 research production (producing research instead of units or buildings added 23 to that total.)
-8 Scientists (+6 beakers each because of representation civic)
-5 imbedded great scientists (+9 beakers each, although these might be better used setting up academies in other cities with high research output)
+250% science production from buildings discussed above
-Three other imbedded great persons at +3 science each
Those stats are heavily dependent on creating the . . .
Super Science Culture
The most important thing you have to do to be successful with this strategy is to gear both your building strategies, and you civics choices toward science.
The civics I went with are as follows.
1. Representation - this adds +3 science to every specialist. This means every times you assign a scientist specialist, you are actually assigning two scientist specialists because the scientist, already +3 gets the bonus as well.
2. I used Bureacracy because it helped my build all the things I needed in my capital, but later switched to Free Speech.
3. Caste System - This is also critical because it allows you to assign and unlimited number of specialists, all of them scientists. By the end of the Industrial era, I had at least five scientists in every city, doing the work that ten scientists would do because of the representation civic.
4. Mercantilism - I used this early because of the +1 Free Specialists. This is very useful when you're getting off the ground and need to balance defense spending and improvement spending.
5. Free Religion - Gives +10% to Science.
That's it. I'm sure there are better ways to do this. Post with questions or comments.