Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Equally Great Scientists
   
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Type: Mod
Mod: Gameplay
File Size
Posted
Updated
15.709 MB
18 Mar, 2018 @ 9:32am
16 Feb, 2019 @ 11:59am
5 Change Notes ( view )

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Equally Great Scientists

In 1 collection by AOM
Equally Great People
6 items
Description
Equally Great Scientists adds new great scientists, new science buildings (no mesh), and new great works of science. Due to the constraints of the game, great works of science are classified as relics (they do not theme). A new slot has been added to the Library building for these. Additionally, the actions of existing scientists have been changed. Most of these changes involve improving the benefit the person gives, but in some, the benefit has been decreased moderately so all scientists are equally good. New great works include objects and scientific texts. These can be traded like any other relic.


Please note, this mod will work with Infixo's Real Great People mod (although you do NOT need it for this one to work). That mod adds pictures of all great people. If you have that installed (which I highly suggest because it's a great mod), this mod will show pictures in place of the game's icon for all the new scientists. You can subscribe to the Real Great People mod here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=900089445&searchtext=great+people

This is a list of all scientists and their actions:

Classic Era

Aryabhata: Builds the University of Nalanda in a Campus District (+2 science, +1 GS point per turn)
Euclid: Gain 120 science
Hypatia: Creates an astrolabe that gives +2 science
Theophrastus: Food equal to the science output of the science district

Medieval Era

Abu Al-Qasim Al-Zahrawi: Gives wounded units + 10 healing, creates Kitab al-Tasrif (+2 science)
Hildegard of Bingen: Unchanged
Omar Khayyam: Gain 150 science, this science district gives culture equal to its adjacency
William of Ockham: Creates Occam’s Razor (+2 science, +1 faith)

Renaissance Era

Emilie Du Chatelet: Gain 600 science (scaled by game speed)
Galileo Galilei: Creates Galileo's Finger (+4 science)
Isaac Newton: Creates the Principia Mathematica (+4 science)

Industrial Era

Charles Darwin: Writes the Origin of Species (+5 science/turn)
Dmitri Mendeleev: Builds the Mendeleyev Institute for Metrology (+5 science) in a campus district
Alfred Nobel: Creates the Nobel Prize (+3 culture, +2 science)

Modern Era

Wilhelm Rontgen: Gain 1140 science
Alan Turing: Creates The Chemical Basis of Morphogenesis (+6 science)
Albert Einstein: Creates the Annus Mirabilis papers (+6 science)
Satyendra Nath Bose: Creates Plank's Law and Hypothesis of Light Quanta (+5 science)
Marie Curie: Builds the Radium Institute (+3 science, +2 production, + GS pt/turn)
Fritz Haber: Adds +1 food to all farm tiles in your nation

Atomic Era

Erwin Schrodinger: Creates Schrodinger's Cat (+7 science)
Mary Leakey: Unchanged except science/artifact decreased to 100
Stephen Hawking: Creates A Brief History of Time (+4 science, +3 culture)

Information Era

Carl Sagan: Creates the Voyager Golden Record (+8 culture)
Stephanie Kwolek: +10 defense to all land military units from Kevlar
Abdus Salam: Builds the Centre for Theoretical Physics in a science district (+9 science)
Tim Berners-Lee: Gain 1850 science
25 Comments
Nightmare576 27 Mar @ 11:19am 
Is there a mod that makes great scientists get earned more slowly? I keep getting games where theres a renescance era scientist available in the classical era or something, it's so annoying
AOM  [author] 13 Dec, 2020 @ 2:58pm 
Hi ssrjcjl, thanks for your notification. We don't have this version yet. When we get it, we will update the mod. I apologize for the delay, but life is a bit hectic at the moment.
ssrjcjl 11 Dec, 2020 @ 5:38pm 
The Great works UI panel cannot be open once this mod is active in the new version 1.0.7.9 (211025), Please fix.

:-)
MakeLoveNotWar 1 Apr, 2019 @ 6:08pm 
um its not working for me
Fauxnewz 27 Mar, 2019 @ 3:28pm 
R.I.P. Stephen Hawking 2018 :'(
Vandatte 17 Feb, 2019 @ 6:47pm 
Hi, I've a problem and hopefully u can solve it :)
Wonder or buildings alike, once those ur mod added is pillaged, it become nearly impossible to repair. I guess it has something to do with the belief allowing purchase of science building with faith so that u add those building's cost?(I believe I saw those buildings in the faith purchase menu) I think it happens with many of ur real great person mods.
It's OK when playing R&F, but when it comes to GS where districts are more likely to be pillaged, it matters :(
Sorry for my English cuz it's not my native language. THX :)
AOM  [author] 16 Feb, 2019 @ 12:28pm 
Mod updated for the GS patch (so it will not cause a warning).
AOM  [author] 10 Jan, 2019 @ 9:17pm 
@KrumStrashni the cost of the great people is not set on an individual great person, so this mod does not affect that. In vanilla game I got several merchants in the same turn even because I passed one and everyone else was so behind that my points stockpiled. Could that have been the case for you?

@skaz88 after trying the Hadrian mod with this I see the conflict. The radium institute from Marie Curie is a science building that gives both science and production. The Hadrian mod does not expect this since buildings in a district usually only give a single yield type. Unless the creator of Hadrian can update to support multiple yields on buildings in a district, you would have to modify the radium institute of this mod to only include one yield instead of both science and production.
skaz88 10 Jan, 2019 @ 3:15pm 
I'm having a clash between this and Hadrian, is there a reason this would block him?
KrumStrashni 22 Oct, 2018 @ 7:44am 
@AOM Hi, I am trying to figure how to increase the cost of getting the new great persons. They are not in the XML filr it seems. I am playing long games and usually increase the costs of everything to scale. I have a mod increasing the vanilla GP costs, but I figured it does not affect these new ones and I got three in the renaissance era at once....