Sid Meier's Civilization VI

Sid Meier's Civilization VI

102 ratings
Real Science Pace
2
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
17.445 KB
1 Mar, 2017 @ 1:34pm
21 Feb, 2019 @ 8:04am
3 Change Notes ( view )

Subscribe to download
Real Science Pace

Description
This mod is no longer maintained.

Rise & Fall and Gathering Storm note. This mod works with expansions. However, it does not support any specific R&F nor GS "sciency" features or changes.

Empire size impacts research speed.
Science from population is drastically reduced and it's no more the deciding factor - what matters are Campuses, scientists, alliances with City States, Policies and of course Great Scientists. But there's a catch - every new Campus you build will decrease scientific buildings' output slightly (6%-9%, depending on the building). Science-related bonuses from Policies and City States are mostly halved (e.g. 100% bonuses are now 50%, 10% alliance bonus is 5% now).
This mod makes the wide game HARDER, not easier. You need to carefully optimize your approach to research!

You may find more detailed description on CivFanatics[forums.civfanatics.com].

What does it do?
There are a few carefully chosen and balanced changes:
- Decreased significantly science from population.
- Increased yields from science buildings.
- Number of Campuses impacts science output from scientific buildings. Each one (except the first) decreases their output by 6-9%, dependind on the building.
- Decreased bonuses from few Policies.
Tech costs are adjusted to accomodate the above changes.

What are the effects?
- You cannot just spam Campuses. After 4-5 of them the scientific buildings will simply become not worth the investment.
- You can go wide and have big empire, but this will not help much as yields from population are much lower.
- Start will be tougher. In Ancient Era science will be very scarce. You will treasure every single beaker. +2 science from sending 1 envoy to scientific CS is a big deal. Any tile that can be worked that generates science will be important. Natural Wonders will be of great help.
- Later on, placement of Campuses will be even more important as adjacency bonuses are more important. 2 mountains with a bonus can be as valuable as a University. But you have to find a good spot early.
- Also, City-States will be more important as their flat bonuses have not changed.
- AI is actually quite good at optimizing science output, it never builds more Campuses than necessary (meaning still having decent output from Campus buildings).
- The tech costs are adjusted to well-performing AIs (2-3 leaders from a standard size game) on Prince. Since AIs get big bonuses on higher difficulties, expect the game to be much more challenging.

I highly recommend to use this mod together with Real Tech Tree mod. RTT decreases Eurekas to 35% and fills gaps in tech & civic trees. It makes for a much more balanced game.

Credits
This mod uses a script from '8 Ages of Pace' by Olleus to adjust tech cost
72 Comments
TheLoneWanderer 10 Aug, 2021 @ 5:14pm 
Not being a pain, after reading the text in the box, I honestly have no idea what it means.
infixo  [author] 10 Aug, 2021 @ 4:27pm 
No, in the box.
TheLoneWanderer 10 Aug, 2021 @ 3:58pm 
The one that states "New Version"?
infixo  [author] 10 Aug, 2021 @ 11:42am 
@thelonewanderer See my note at the begining of the description.
TheLoneWanderer 10 Aug, 2021 @ 11:36am 
You have so many great mods! Thank you for all of the hard work

-it would be great if you changed the names of mods that are no longer maintained, so that no one (including me) tries to use them. (IMHO)
infixo  [author] 10 Aug, 2021 @ 11:18am 
@thelonewanderer No, I do not maintain this mod.
TheLoneWanderer 9 Aug, 2021 @ 2:21pm 
Is this still functional with the latest game version? thx
pauloel7 3 Mar, 2021 @ 7:50pm 
Also, for the next update, Infixo, please consider including the three RBU buildings, the School of Botanics from the Botanist mod, and the Observatory from Modern Buildings mod?
pauloel7 3 Mar, 2021 @ 7:47pm 
What's the difference between CollectionType="COLLECTION_PLAYER_CITIES" and CollectionType="COLLECTION_OWNE"?
I mean, "MODIFIER_PLAYER_CITIES_ADJUST_BUILDING_YIELD_MODIFIER" penalizes the building by -x%, then "MODIFIER_BUILDING_YIELD_MODIFIER" corrects by the very same +x%. They both apply to all buildings of the same type across all campuses, right? Also, why is it claimed the first is not affected. Mine was, I believe. I once thought I understood that mechanic, as decreasing first and increasing after by the same percentage does not result in the original number, but a smaller one, BUT: the numbers I have in the game do not match the calculation. They are harsher. Please help?
polli.fred 22 Jan, 2021 @ 8:39am 
This mod does not work. I am using the basic game with the Aztec pack and this is the second game I have tried. Currently, in 850 AD an empire just entered the Modern Age! Last time, it was around 1050 AD and someone was in the Modern Age.