Real Science Pace
Real Science Pace Science
About this mod Machine translation
Real Science Pace Science
Rise and Fall Explained. This mod is for R&F. However, it has not been updated to include specific R&F "sciency" features (e.g. Pingala power, Seowon, etc.).
Empire size affects research speed.
Demographic science has been greatly reduced and is no longer the deciding factor - what matters is the campus, the scientists, alliances with city-states, policy and of course the great scientists. But there's a catch - each new campus you build slightly reduces the yield of science buildings (6%-9%, depending on the building). Science-related bonuses from policy and city-states are mostly halved (e.g. 100% bonus is now 50%, 10% alliance bonus is now 5%).
You need to carefully optimize your research methods!
Why this mod?
In Civ 6, there is no technology cost scaling based on the number of cities in the empire (a well known mechanism in Civ 5). Additionally, no building increases science output by a percentage. It seems the designers wanted an anti-inflationary approach. All science comes from patiently collected +1, +2 yield, scientists, etc. Well, they almost succeeded.
Unfortunately, mechanisms that produce inflationary-like effects still exist.
Science is generated by population (0,7 yield from 1 pop). Doesn’t seem like much? Well, this is the main reason for the huge scientific output of the later period, as it provides over 40% of the science and even wider empire.
Scientists and science buildings only provide 10-15% of total production - shouldn't they be more important?
There is a huge bonus of +100% in science buildings, or +10% from CS without war.
Last but not least - the more cities you have, the more campuses you build and the more science you produce.
The cost of technology still remains the same, it doesn't matter if you play tall or wide, peaceful or war style etc. This creates a huge imbalance. This program attempts to create more balance in the speed of research by addressing the above impacts.
If you want to know more, see here.
What does it do?
There are some carefully chosen and balanced changes:
Science reduced from population to 0.3.
Science building output increased:
Library +3, University +6 (Madrasa +8), Research Laboratory +9
The number of campuses affects the science output of science buildings. Each (except the first) reduces its output by:
Libraries 6%, universities 8%, research laboratories 9%
Policy and city-state bonus reductions:
Rationalism gives +50% bonus instead of +100%
ISS +5% bonus instead of +10%
Geneve Suzerain Red Bonus +10% instead of +15%
Adjust technology costs to accommodate the changes described above.
Unchanged: Science for scientists, adjacency bonuses, and standard bonuses for science city-states. These are single yields that need to be activated based on the player's strategy and tactics, so they all work.
What's the impact?
You can't just spam campus. After 4-5, science buildings will become unworthy of the investment.
You can go further and have a large empire, but it doesn't help that the yield on population is much lower.
The beginning will be more difficult. In ancient times, science would have been very scarce. You will cherish every beaker. +2 Science Sending an envoy to Science CS is a big deal. Any tile that produces science is important. Natural wonders will help a lot.
After that, campus placement will be more important as adjacency bonuses are more important. 2 mountains with bonuses can be as valuable as colleges. But you have to find a good spot early on.
Additionally, city-states will be more important as their fixed bonuses have not changed.
The AI is actually so good at optimizing science output that it never builds more campuses than necessary (meaning there's still good output from campus buildings).
On Prince, tech costs are scaled based on well-performing AI (2-3 leaders in a standard-sized game). The game is expected to be more challenging as the AIs earn huge bonuses on higher difficulties.
Additional changes
Some change …
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.