The Great Scientist is a type of Great Person in Civilization VI dedicated to the advancement of science and technology. Each Great Scientist has a unique ability which may be activated at least once, granting its owner a potentially game-changing bonus.
Earning Great ScientistsEdit
Great Scientists may be claimed by any player who has earned enough Great Scientist points. Campuses generate +1 Great Scientist point per turn, and provide an additional point for each building completed in that district. (For example, a Campus with a Library, University, and Research Lab would generate +4 Great Scientist points per turn.) Further points may also be earned by completing the Campus Research Grants project in a city with a Campus. Players who do not have enough points may patronize a Scientist by paying the difference using Faith or Gold.
Several wonders also provide Great Scientist points. The Great Library provides +1 Great Scientist point, Oxford University provides +3 Great Scientist points, and the Amundsen-Scott Research Station provides +5 Great Scientist points every turn.
Players can also increase their Great Scientist point yields by using the Inspiration policy card, which generates +2 Great Scientist points per turn. Once the player completes the Nuclear Program civic, the Inspiration card is replaced with the Nobel Prize policy card, which generates +4 Great Scientist points per turn.
The Divine Spark pantheon bonus and the Stockholm Suzerain bonus both increase the number of Great Scientist points generated from each Campus by +1. (Note that in Rise and Fall, Stockholm's bonus is only active if the Campus has a completed Library building.)
|Aryabhata||Classical||Triggers the Eureka moment for three random technologies from the Classical or Medieval era.|
|Euclid||Classical||Triggers the Eureka moment for Mathematics and one random technology from the Medieval era.|
|Hypatia||Classical||Libraries provide +1 Science. Instantly builds a Library in this district.|
|Abu Al-Qasim Al-Zahrawi||Medieval||Active: Triggers the Eureka moment for one random Medieval or Renaissance era technology. Wounded units can heal +5 HP per turn.|
Passive: +20 HP Healing for all units within one tile.
|Hildegard of Bingen||Medieval||Gain 100 Faith. This Holy Site's adjacency bonuses gain an additional Science bonus.|
|Omar Khayyam||Medieval||Triggers the Eureka moment for two technologies and the Inspiration for one Civic from the Medieval or Renaissance era.|
|Emilie Du Chatelet||Renaissance||Triggers the Eureka moment for three random technologies from the Renaissance or Industrial era.|
|Galileo Galilei||Renaissance||Gain 250 Science for each adjacent Mountain tile.|
|Isaac Newton||Renaissance||Instantly builds a Library and a University in this district. Universities provide +2 Science.|
|Charles Darwin||Industrial||Gain 500 Science for each adjacent Natural Wonder.|
|Dmitri Mendeleev||Industrial||Triggers the Eureka moment for Chemistry and one random technology from the Industrial era.|
|James Young||Industrial||Triggers the Eureka moment for two random technologies from the Industrial or Modern era. Reveals Oil without the normal tech requirement.|
|Alan Turing||Modern||Triggers the Eureka moment for Computers and one random technology from the Modern Era.|
|Alfred Nobel||Modern||Triggers one random Eureka for one random technology from the Modern or Atomic era. Applies 20 free Great People points towards recruiting all current and future Great People.|
|Erwin Schrödinger||Atomic||Triggers the Eureka moment for three random technologies from the Atomic or Information era.|
|Janaki Ammal||Atomic||Gain 400 Science for each rainforest tile here or adjacent.|
|Mary Leakey||Atomic||Gain 350 Science for every Artifact in this city. Artifacts in all your cities generate 300% of their normal Tourism.|
|Carl Sagan||Information||Provides 3000 Production towards a Space Race construction project.|
|Stephanie Kwolek||Information||+100% Production towards Space Race projects.|
|Abdus Salam||Information||Triggers the Eureka moment for all technologies from the Information era.|
Unsurprisingly, Great Scientists' abilities are focused primarily on technological advancement. Most of them trigger Eureka moments for technologies from their respective era and/or the next one. Some, however, improve the working of Science-related buildings, and/or build these instantly (so, try to use them in Campuses which don't yet have the relevant buildings). Furthermore, some Great Scientists provide lump sums of Science when activated next to certain terrain features, requiring you to explore the world and physically bring the Scientist there!
End-game Great Scientists help rush Space Race projects, which may determine whether or not a player is able to complete a Science Victory.
Great scientists try to offer innovative and insightful notions of how the world does work … as opposed to philosophers and prophets who offer thoughts on how the world should work. In some cases, the lines between these – especially as the notion of directed mutagenesis, quantum physics, asymptotic math, and other theoretical constructs take hold – can be very thin indeed. One of mankind’s best, or worst, attributes is curiosity, and this is something great scientists have in plenty. They pry into everything natural and unnatural, and the results of their “scientific method” can be a boon or a curse, and often both, to their fellows. Despite the academic arcade that issues advanced degrees in every scientific cul-de-sac possible and the monolithic corporate research institutes (for these days science is a lucrative business), there is still room for the occasional great scientist to come along and change everything yet again.
|Great People of Civilization VI|
|Artist • Admiral • Engineer • General • Merchant • Musician • Prophet • Scientist • Writer|