What is a good rate of science generation?

jsurpless

Warlord
Joined
Jul 5, 2006
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Currently playing Peter and it's about 1600AD, 6 cities (3 well developed on main continent, 3 coming along after caravels) and I have about 165 science per turn

Wondering if this is a good rate? Civ 5 was much higher but then again it had buildings that were multipliers of science rate whereas Civ 6 doesn't seem to have that type of modifier
 
That seems like a fine science rate. More is always better (leaving aside tech rate impacts on district costs, the effects of skipping several eras of Great Persons, etc.), but you certainly aren't going to see 800-1,000-1,200+ beakers per turn in Civ VI, like you saw routinely in Civ V even with small (4-city) empires (much less the 600+ bpt you could achieve in OCC games).
 
Yes, that seems like a very good rate for that time. First game I played I did as other Civ 5 players did, I still thought science was best and built a campus in every city; by end game (1800-1900) I had a science rate of about 400+, had researched future tech(20). And was still struggling to try and finish the space race as my production was so bad :(
 
Here's an example from my very first Civ VI game. Key is campus synergy as explained.

A good science rate is one that allows you to win as you wish. A high science rate simply for the sake of it will be at least 2-3 times what I had in my first game considering how poorly I played and how little I bothered optimizing. However, great people points (or gold, or faith) or production are more important in finishing spacerace quickly.
 
This is a good question. In Civ IV, a classic target for science generation was 200 beakers per turn (at 100% research) by 0 AD. Can you make a similar benchmark for what a science-oriented Civ VI empire could hit by 0 AD?
 
This is a good question. In Civ IV, a classic target for science generation was 200 beakers per turn (at 100% research) by 0 AD. Can you make a similar benchmark for what a science-oriented Civ VI empire could hit by 0 AD?
I don't have a very big sample of 1 AD saves, but based on those that I have it seems deity AI does 60-70 science/turn if they do well. Sometimes they're still stuck in 30-40 range, even if they are on another continent and I haven't interfered with their development. Assuming you are better at hitting eurekas and make better tech choices than the AI, you don't need that much to keep up and pull ahead. The numbers are all pre-patch. Don't know yet if the patch has made the AI more competent at teching.

If the goal is a fast science victory, then aim for more. I'm usually aiming for around 100/turn by 1 AD.
 
I personally don't think the Science rate is as important as the ability to hit Eurekas, especially in the first 80 turns.

Personally I just think of it like, try to have 1 Campus (maybe 2) if I find an incredible spot for one with a circle of mountains for a big bonus. Maybe 1 or 2 per empire. It's not just that Science isn't that great, but the actual buildings in the Campus district aren't that good either. There is +1 Housing in the University... and thats about it. The Great Scientist great person is also one of the overall weakest types and generally not worth fighting over compared to Merchants and Engineers.
 
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