Great scientist (Civ5)

5,640pages on
this wiki
BackArrowGreen Back to the list of great people
BackArrowGreen Back to the list of units
Great scientist
Great scientist (Civ5)

Civilization V - Gods & Kings
Quick - Regular - Epic - Marathon
  • 1000 + 500 * n(n + 1)/2
  • n = Times purchased with faith before.
20xMovement5 2
Improvement Academy (Civ5) Academy
How to obtain
  Discover Technology

Game InfoEdit

A Great person, specialized in Science research.

  • Abilities:
    • May construct the Academy Great tile improvement
    • May Boost Science


With its Boost Science ability, the Great Scientist lets you immediately gain a large amount of science points based on the science output of your civilization. It is usually enough to finish researching the current technology, and even boost another one! Use this, if you need an immediate result.

Alternatively, construct an Academy for a long-term 20xScience5 Science boost in a city. In the early game, constructing Academies is recommended, as the long-term science gains will surpass the instant Boost Science. In the later game, Boost Science may be worth many tens of turns worth of Academy science. Since you can see how much science Boost Science is worth by mousing over the button, you can judge its worth based on how many turns you expect are left in the game (or until you get enough tech to go for your desired victory). Since the Academy affects the science output of an individual city, its gains are augmented by all science buildings with a percentage bonus, like the Research Lab.

Discover TechnologyEdit

In Vanilla Civilization V, the great scientist can grant you a free technology.

Historical InfoEdit

"Great Scientists" figure out how the world works. They discover that the earth orbits the sun. They sequence DNA and invent quantum mechanics. They cure polio and predict eclipses. They make a civilization smarter. They invent the future.

Ability & ModdingEdit

The amount of Science beakers yielded by the Boost Science ability is dependent on both your empire's current Science income and your game speed setting. The number of beakers granted by Boost Science are as follows:

Quick: (Science income) * 5.36
Standard: (Science income) * 8
Epic: (Science income) * 12
Marathon: (Science income) * 24

In the .xml files this value is actually defined as

(Science income) * <BaseBeakersTurnsToCount> * <ResearchPercent> / 100

where BaseBeakersTurnsToCount is defined under <Units><Type>UNIT_SCIENTIST</Type></Units> and ResearchPercent is defined under <GameSpeeds><Type>GAMESPEED_MARATHON</Type></GameSpeeds>, <GameSpeeds><Type>GAMESPEED_EPIC</Type></GameSpeeds>, <GameSpeeds><Type>GAMESPEED_STANDARD</Type></GameSpeeds> and <GameSpeeds><Type>GAMESPEED_QUICK</Type></GameSpeeds>.

The default value of BaseBeakersTurnsToCount is 8, while the default value of ResearchPercent is 67 for Quick, 100 for Standard, 150 for Epic and 300 for Marathon.

It should be noted that the output of Boost Science varies wildly in the first 8 turns. During this time the game sets BaseBeakersTurnsToCount=3 on Turn 0, then BaseBeakersTurnsToCount=4 on Turn 1, then BaseBeakersTurnsToCount=5 on Turn 2, and so on until the turn number is equal to the value of BaseBeakersTurnsToCount set in the .xml files. At this point, it will begin using the correct BaseBeakersTurnsToCount value. This appears to be a testing mechanic that was not removed from the game on release, due to the fact that it is impossible to acquire a Great Scientist prior to turn 8 in an unmodded game. If you are modding the game or creating a scenario, make sure that you do not give players access to a Great Scientist in the first 8 turns of the game.

Also, if you make a mod that significantly increases the ResearchPercent value but not the rest of the gamespeed values, you should decrease the BaseBeakersTurnsToCount value to avoid Boost Science becoming overpowered.

Setting BaseBeakersTurnsToCount=0 will remove the Boost Science ability entirely from the unit.

Around Wikia's network

Random Wiki