Ideology Choices for Max Science Output: Freedom vs. OrderAutocracy is more than anything for the military/culture/diplomacy and doesn`t particularly help you win a scientific victory, so the choice between order and freedom is for most players. The general consensus is that Tall Civs, with fewer cities but high populations, will benefit more from freedom because they are able to use more specialists and reduce the cost of food, while reducing the misfortune that these specialists generate compared to ordinary citizens, allowing them to continue to grow. This combined with the secularism of rationalism, which gives `2 science per specialist, is a natural choice for those with three-five cities. Once you`re done, the best choice is probably order. All cities with a factory receive a 25% boost for science, with a research laboratory and a university (rationalizing) a total of 125% additional science per population, per building and tile improvement, compared to 100%. This is a good thing, because it doesn`t count on you with specialists, but always helps where you can (in your big cities). Freedom buys spaceship parts with gold, while the order is given to employ great engineers to precipitate them. Analyze your situation and choose based on other principles you like in these ideologies. Order is also a generally safe choice, because a lot of AI tend to choose it, but they can`t really go wrong here. I tend to choose freedom, because I often play big when I focus on Science, but broad Civs also need science and should therefore probably choose order.

Maybe it`s a question of economics? In Civ 5, this would happen sometimes, but they would also ask for gold to calculate the cost of the research agreement. But they don`t do it here, and the cost of the research agreement has changed. So I was confused, as in previous versions, cities remain the central pillar of civilization gameplay. A city can be based on a place desired by a unit of settlers manufactured in the same way as military units. The city will then increase in population; Manufacturing units and buildings; And create research, wealth and culture. [11] The city will also expand its boundaries by one or more tiles at a time, which is essential to the need for territory and resources. The expansion process is automated and adapted to the needs of the city, but the tiles can be purchased with gold. [6] [12] I made a research agreement with an AI at Civ 5, and when it was halfway there, he attacked me. Has that money disappeared for both of us, or can we take it back as soon as I teach him a lesson? Civilizations can no longer trade with technology, as in previous versions of the game, but civilizations can carry out common technological ventures. Two civilizations at peace can form a research agreement that requires an initial investment of gold and provides the two civilizations with a certain amount of science as long as they remain at peace. [17] Before the PC 1.0.1.332 version of the game, civilizations were equipped with unknown technology after a series of twists and twists of uninterrupted peaceful relations.

In late 2012, the developers released the source code for the main part of the game to support the modding community. [40] [42] Mods can be downloaded via the Steam workshop for both versions. [58] Starting in July 2013, the OS X version (not to be confused with the Steam version) does not officially support the mods, although redesigning and moving files to and from some folders will make them possible. [59] Double the science of the population: libraries and public schoolsThe Library (Writing Tech) is a building that increases the science by 1 for 2 inhabitants in the city.