Scientists
#ScientistsGenerate 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.
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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)
Costs
Consumed when created
Maintenance
Periodic Costs
Consumed repeatedly over time
Production
Base output per tick (INTEGER values). Scaling ratios show growth per level.
Strategic Context
❖Advisory information only. Does not affect gameplay mechanics.
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
Countered By
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.