Scientists
Population type

Scientists

#Scientists
Core 🔒 Locked
Value: 5 pts

Generate research points for technology advancement.

Description

Seekers of knowledge who push the boundaries of science and magic. Scientists produce 10 Research per tick (1.2x scaling) while consuming 5 Food and 5 Gold. Requires Academy building.

📖 Full Encyclopedia Entry

Scientists devote themselves to study, experimentation, and discovery. Within libraries, academies, and laboratories, they unravel ancient texts and develop new theories that shape the future. Their insights unlock advanced technologies, arcane practices, and strategic advantages. Knowledge is their weapon, and wisdom their greatest contribution to the empire. The 1.2x research ratio means Scientists benefit strongly from any research bonuses, making Academy upgrades particularly valuable.

Creation

Requirements

Must be present (NOT consumed)

Buildings:
🏠 Academy 1 lvl
💰

Costs

Consumed when created

Time 5000
5s
💰 Gold 20
Population
Citizen
👤 Free 1

Maintenance

💰

Periodic Costs

Consumed repeatedly over time

💰 Gold 5
Resources
💎 Food 5

Production

Base output per tick (INTEGER values). Scaling ratios show growth per level.

📖 Research 10 /tick (1.2x)

Strategic Context

Advisory information only. Does not affect gameplay mechanics.

Role Primary research generation for technology unlocks
Relevance Mid Game
Type Quantifiable

Advantages

  • + Produces 10 Research per tick
  • + 1.2x research ratio (highest scaling bonus)
  • + Only population type that generates Research
  • + Essential for unlocking advanced technologies
  • + Research enables units, buildings, and economy upgrades

Disadvantages

  • - Requires Academy building level 1
  • - Training cost: 20 Gold, 5000ms (expensive)
  • - Consumes 1 Free Citizen per training
  • - 5 population points (very high capacity burden)
  • - Dual maintenance: 5 Food AND 5 Gold per tick
  • - No city event modifiers

Warnings

  • ! Build Academy before training Scientists
  • ! Plan for dual maintenance drain (Food AND Gold)
  • ! 5 population points - limits how many Scientists per city
  • ! Research generation has no city event benefits
🤝

Synergies

Academy: Required building - higher levels improve researchCapital city category: Research bonusesElves race: Natural research affinityResearch-focused strategy: Critical mass of Scientists accelerates tech
🚫

Countered By

Gold shortage: Scientists require gold maintenanceFood shortage: Scientists also require foodWarcamp city: Military focus conflicts with researchCorruption event: -15% Research production
📈

Scaling

Each Scientist produces 10 Research (×1.2 ratio) and consumes 5 Food + 5 Gold. High ratio means bonuses compound effectively. 5 points limits Scientists per city.