Population - Your cities gain +0.7 science per population point. In Civ VI, the Diplomatic Victory has been replaced with the Religious Victory and multiplayer modes have a different set of victory conditions.
For example, the Military Research policy awards +1 Science to each Military Academy and Seaport.
Policies - Various policies in the game will award additional Science when applied to a player's government.
For example, Albert Einstein triggers a boost for 1 random Modern or Atomic era technology, and also provides +4 science to all Universities.
Civ 6 wiki science mod#
Great Scientist - A Great Scientist, when earned, can provide all sorts of science bonuses, depending which one claimed. This is a simple Mod that makes the Barbarians less of a headache It reduces the number of barb camps to 2 per civilization (vanilla is 3), it increases the distance between barb camps and cities to 5 tiles (vanilla is 4), it increases the distance betw.
The Great Library wonder will award +2 Science per turn, and players will receive fee boosts to all Ancient and Classical era technologies.
Wonders - A number of wonders will greatly enhance a civilization's technology.
The Library, for example, gives +2 science per turn, a great scientist point per turn, and allows scientist specialists to be assigned.
Districts and buildings - Players can construct a Campus district in each city with buildings that increase the acquisition of science.
In order to win, you must reach one of these victory conditions (apart from Score Victory) before any other player. A good civ to start with is Rome, led by Trajan. You can familiarize yourself with these by reading the Civilopedia, an in game encyclopedia containing information about the game, or by referring to the civilization wiki.
Trade - Trade routes can yield Science from Scientific city-states, or other civilizations' cities that contain Campus districts. There are five different victory conditions in Civilization VI: Science, Culture, Domination, Religion, and Score (with a sixth, Diplomacy, added in Gathering Storm). Each civilization and leader comes with their own unique abilities, units, buildings, and start biases.
Additional Science can be earned by constructing specific buildings or wonders, or by adopting certain policies. In addition to the Science generated by the base population, players gain 2 Science from their Palace. The larger the cities, the more science generated. Each turn players get a base amount of Science equal to the combined population of all of their cities. Science comes from citizens (the population of a player's cities). Note that if a tech is already under research and the requirements are fulfilled and get a Eureka bonus in the middle of it, depending on how far along the research is, the research is pushed an additional 50%, and if it's more than 50% already, the research gets pushed to completion. Once a player meets the requirements, the Technology becomes 50% easier to research. In regards to Science, the Technology tree is similar to previous Civ games with a major addition: The Eureka bonus, which can be seen as a sort of quest.