Civilization 5 Research Agreement Worth It

There are some notable improvements in this new patch release. By far the best is the return of research overflow, eliminating the need for incredibly tedious research micromanagement to avoid waste. This greatly speeds up the rate of technology in the first 50 rounds of the game, as you`ve consistently lost cup-colored cups due to waste while researching every new technology. Thanks for Firaxis, although I`m not sure how much credit I should give for a feature that obviously should have been in the final version of the game! I also really like the change in the circus building: – There is no way to ping the map in Civ5, a basic feature of almost all online games, so have fun typing instructions to your teammates in the chat. Due to the way Civ5`s interface is designed, it`s also not possible to see your teammates` searches. 2) Non-existent multiplayer: I felt that Civ5`s multiplayer (MP) was in poor condition long before the game was released. The writing was on the wall: From the developer interviews, it was clear that MP was receiving very little attention. Whenever they were asked MP, the developers would give a no-response formula and quickly move on to the next topic. It`s also worth noting that none of the elite talents in the Civ3/Civ4 MP leadership community were part of the pre-release testing group, unlike Friedrich Psitalon`s massive contribution to the Civ4 testing process. Almost all of the new features promoted for Civ5 were solo in the design. For example, how exactly would city-states fit into an MP ranking game? Yes, you could always disable them, but what about civilizations that had city-state-based capabilities? Would they be left in the cold? During the summer months of 2010, the silence on MP Civ5 was deafening.

When the first and only mp preview was released less than two weeks before the release of Civ5, it could be seen that the developers were making an effort to sell a defective product. Read this MP preview of the time, it`s quite short. So four journalists played a game, they built a few cities in the desert, no one fought against anyone, and then the game ended after two hours. And it was to give Civ5 MP the best face possible. Ouch. Investments in research agreements are lost if they are broken. That`s why you should never go to war with your research partners if you can help them – because you lose both. * Forced steam installation. We can discuss Steam all day, and the forums were full of back and forth. Personally, I would just like it to be an option and not mandatory. I don`t think it does much to stop piracy, and I hate the fact that when Steam goes bankrupt, I`ll never be able to play the game I bought again. I think the downloadable content system that sells additional civilizations one by one is a tasteless business model.

Ugh. Sometimes AI leaders appear in diplomacy just to insult your civilization in some way. What for? Is it of any use? I can`t imagine anyone thinking it would be fun to have random insults like this. 1) One unit per tile: Yes, the biggest change in Civilization 5 is ultimately the biggest design flaw. This will be a controversial point because I know that many people really appreciate the new combat system, but it must be said: the restriction of one unit per tile is the central problem of the design of the Civ5. Everything is based on this limitation. All. It determines the functioning of urban production, it determines the pace of research, it explains why tile yields are so low. Civilization was written from scratch to take advantage of the “one unit per tile” limit for gameplay. Luddite wrote the best summary of how and why this system doesn`t work, so I`ll let it explain further before continuing: There`s only one problem: overall happiness is a complete failure to stop expansion in Civ5. It just doesn`t work. Civ5 returns to the old empire management system, where more cities are always better for your empire.

Keep in mind that there are no sliders for science/gold/culture in Civ5. Science is mainly population-based, with the basic formula of 1 population point = 1 cup/revolution. Gold is also largely population-based; Much of your income comes from internal trade routes between cities based entirely on population (the trade route formula is gold/tower = 1.25 times the urban population). Most of the remaining income comes from working with the trading posts, and more population means that more citizens manage these trading posts. In other words, unlike Civ4, where planting additional cities increases your costs and slows down science (at least initially), in Civ5, the exact opposite happens. Your gold and searches will increase as you have more cities, regardless of the quality of the land in question. There is no compromise between expansion, war and research. Stretch out and the war will increase your number of cups. An additional city will always be a net positive in terms of gold and research.

“I believe these problems are directly due to the decision to make civ V a one-unit game per tile (1UPT). 1UPT allows a lot of flexibility in the organization of your army. However, this only works if your army has empty space to settle in. This requires an army smaller than the map. 1UPT trained small army sizes, resulting in lower production and faster science, resulting in the broken economic system that this game now has.. .

Civilization Wiki

Research Agreement

  • Edit source
  • View history

Wikipedia

A Research Agreement is an agreement that can be negotiated through diplomacy in the Civilization games. It gives both of the civilizations that sign it a bonus toward researching one or more technologies .

  • 1 Civilization V
  • 2 Civilization VI
  • 3 Other games

Civilization V

Civilization vi, other games.

Research Agreement is not present in (or the article has not been created for) the following games :

Future technology (CivRev)

  • Civilization
  • 1 Civilizations (Civ6)
  • 2 Leaders (Civ6)
  • 3 Civilization VI
  • PlayStation 3
  • PlayStation 4
  • PlayStation 5
  • Xbox Series
  • More Systems
  • How do research agreements work?
  • Sid Meier's Civilization V

PC Linux Macintosh

  • Topic Archived

More Topics from this Board

  • Civilization Series Favourite Scifi/ Fantasy TC Scenarios & Mods Hunt 8 posts, 6/19/2022
  • why is there no discussion? 12 posts, 3/22/2022
  • Random Stuff 5 posts, 3/7/2021
  • Does any of the Extra unhappiness from annexing a city go away over time? 2 posts, 1/31/2021
  • Trying to beat diety with Mongols 3 posts, 9/26/2019

GameFAQs Q&A

  • Cannot build spaceship? Side Quest 1 Answer
  • In Advanced Options what does 'World Age' do? General 3 Answers
  • How to move my land units across water??? Build 6 Answers
  • What is the advantage and disadvantages of destroying city states?? Build 5 Answers
  • How do you change the name of a unit? General 2 Answers

MAK-Aviation Academy

Civ 5 Research Agreement: Everything You Need to Know

The power of civ 5 research agreements.

As a passionate Civ 5 player, I have always been fascinated by the strategic aspects of the game. One most powerful tools disposal game research agreement. When utilized effectively, research agreements can greatly enhance your civilization`s progress and lead you to victory.

So, what exactly is a research agreement in Civ 5? In the game, a research agreement is a diplomatic feature that allows two civilizations to collaborate on scientific research. By sharing their knowledge and resources, the civilizations involved can accelerate their technological advancements and gain a competitive edge over their rivals.

The Benefits of Research Agreements

Research agreements offer a wide range of benefits for players. Firstly, they provide a significant boost to your civilization`s scientific output. This can help you unlock new technologies faster and stay ahead of the curve in the tech race.

Additionally, research agreements also contribute to building strong diplomatic relationships with other civilizations. By working together on research, you can strengthen your alliances and foster goodwill, which may be crucial in securing support or fending off aggression from your rivals.

Case Study: Impact Research Agreements

To demonstrate the power of research agreements, let`s consider a case study. In a recent game, I entered into a research agreement with a neighboring civilization. As a result, my scientific output increased significantly, allowing me to unlock key technologies ahead of schedule.

As you can see from the table above, the research agreement allowed me to make significant progress in a relatively short period of time. This gave me a substantial advantage over other civilizations and paved the way for my eventual victory.

Maximizing Potential Research Agreements

To make the most of research agreements in Civ 5, it`s important to approach them strategically. Consider entering into agreements with civilizations that have a strong scientific output and can offer valuable contributions to your research efforts.

Furthermore, timing is crucial when it comes to research agreements. It`s advisable to enter into agreements when both civilizations are poised to make significant scientific breakthroughs, as this will maximize the impact of the collaboration.

Research agreements are a powerful tool in Civ 5 that can propel your civilization to greatness. By leveraging the benefits of collaboration and diplomacy, you can harness the full potential of research agreements and secure your path to victory.

Civ 5 Research Agreement Contract

This Research Agreement Contract (“Agreement”) is entered into as of the Effective Date by and between the Parties, for the purpose of conducting research and development activities related to Civ 5.

IN WITNESS WHEREOF, the Parties have caused this Agreement to be executed by their duly authorized representatives as of the Effective Date.

Legal Q&A: Civ 5 Research Agreement

WhatsApp

  • Civ 5 Strategy
  • Cheats (IGE)
  • City States
  • Early Game Help
  • Game Concepts
  • Difficulty Comparison
  • Military Units
  • Tall & Wide
  • Civs & Leader Bonuses
  • Unique Units
  • City Guides
  • Food & Growth
  • Great People
  • Social Policies
  • Specialists
  • Trade Routes
  • World Congress
  • Victory Types

Civilization 5: AI Diplomacy Guide

Politics of avoiding war, civ interactions, making friends, and what impacts relations.

This Guide will focus on interactions with the Civ 5 AI with features of both Gods and Kings and Brave New World included in all information. Things change dramatically with these DLC installed and they vastly improve the game in many areas, including Politics - simply because there are many more means of befriending (and angering) other Civilizations. This Guide is distinct from my Diplomatic Victory Guide and has nothing to do with being elected World Leader. This is about understanding the things that affect your relationships with other Civilizations and how that can aid you in signing Declarations of Friendship (DoF) and avoiding Declarations of War (DoW). I'll list how you may interact with other Civs as well as many (if not all) of the positive and negative impacts on Diplomatic Score and provide tips to getting more Declarations of Friendship, Research Agreements, and even Alliances (Defensive Pacts). You may also use this info to plan your strategy if you're playing the bad guy, to put off War with other Civs until you are ready - give them some positive things to consider about you before they jump on the bandwagon and decide you're a major threat to the World.

Every Civilization in the game that is known is judging you based on your actions, and the AI even judge each other in this way. A Warmonger will generally be hated by most of the World, and weak Civs will get conquered by these Warlike Civs over simple land disputes. You can consider most every Civ warlike to some degree, for if you do enough to anger them and they think they can defeat you, they will declare war or, at the very least, denounce you.

Though it may seem appropriate to some, I am not covering the World Congress and Resolutions here. That deserves its own page for the many things you can do when you have delegates under your control - that will be released when I get to it. I will link it here when it's done and tie the pages together.

Helpful Mod for Diplomacy: Infoaddict Infoaddict adds many helpful screens of information to the game, displaying Civs' progress in a number of metrics like GPT so that you can analyze and optimize your own gameplay with charts and know your true standing in comparison to other Civs or get deep information on other Civs in the game. Players interested in seeing diplomatic relationships at-a-glance will find this tool incredibly helpful. A graph displaying all global relationships is available, which will let you see who's befriended who, wars, and all denouncements. Follow this Steam Workshop link to learn more about Infoaddict and consider adding it to your game. While Mods disable achievements, it is worth running on test games and is something you will want to keep around if you do not care about Steam achievements.

Military Rating: Avoid AI Declarations of War The AI naturally factors the total strength of your Military units into its decision-making process when deciding to declare War on your Civilization. You may use the Demographics screen to see your current military power score vs the rest of the world's and your current position (Click Additional Information at the top right, then Demographics). If you are much stronger than them, they will not declare War unless they have multiple allies against you and that is unlikely for weaker Civs often tend to be targets of the Civs you would fear. Also, it's unlikely Allied AI would put up an effective fight vs a smart player who puts their forces at their borders and even uses Cities/City-States as buffer zones to help prevent actual invasion into your lands. When playing peaceful, I try to shoot for at least an average rating and push past that when I am able without stunting my Scientific or Cultural potential. If your Military is too weak, build a few units and watch how the score changes dramatically. Upgrading units also raises your score, so you can have fewer but more powerful units and achieve the same effect with less military upkeep - which is a significant cost in any Era, but grows to accomodate the higher incomes you can achieve in later Eras.

AI Flavors - Their Tendencies and How That Affects Your Gameplay

While your actions and situation and how they impact relationships are what I'll be able to show you, your Civilization's progress in Technological advancement, Economy, and Military might may all be factored into how the AI treats you in regard to what they will accept in Trade deals, DoW, and how willing they are to sign a DoF with you. All AI have Flavors that determine their personality. These can vary a bit, based on some randomness - for example, Shaka of the Zulu is a Warmonger and does not much mind other Warmongers, while Gandhi of India is peaceful and does not like Warmongering. Thus, the degree to which you suffer a Diplomatic Penalty with these two Civs would differ when you take a City.

The degree to which all Civs approach Warmongering, their Friendliness, City-State Coverty, their tendencies toward certain Victory Conditions , and how they'll build their Cities and manage their Civ will change a bit with each new game. The threshold for one Civ to Denounce or Declare War on you may be higher than another's. Each has their own personality with some randomness thrown in. Flavors are scaled on a level of 1-10 and may fluctuate by +/-2, meaning a Civ with a Declaration of Friendship willingness of 5 may roll anything from 3 to 7 when you start a game, making each new game a bit different. Still, you have a general idea of how that Civ is going to act with this information at hand. You can see a list of all 43 Civs and their XML info at civdata.com , which features an interactive chart that allows you to sort by metric to get a look at each Leader's tendencies or know which Civ ranks highest/lowest in a particular type of behavior.

If you grow tired of knowing how all Civs behave, you can select the game option 'Randomize Leader Personalities' when starting your game. This can lead to all kinds of weirdness once you've come to expect a certain type of behavior, though the AI can be erratic at times, anyway. I have no idea why AI Shaka sometimes builds the Parthenon, but I guess everyone needs Culture...

Relevant Link: AI Behavior Mechanics Putmalk, a Moderator of reddit.com/r/civ , analyzed a lot of game code and did an Ask Me Anything (AMA) for readers to get in-depth information on how the AI behaves and makes decisions. This can be useful to understanding how the game works as far as the AI is concerned, but includes a lot of math and code. I learned a great deal from this, though much of it is very specific and some portions (where code is shown) will be difficult for many people to understand. Still, you can get a good idea on how the AI makes its decisions by reading it here . It is outside the scope of this Guide but may be helpful to some readers who want to learn more about the AI's decision-making process.

Global Politics, Deal History, and Your Relationships

You can access this handy area through the Diplomacy Tab's Diplomacy Overview button or by simply pressing F4. While the Deal History screen is not often useful, it can tell you when a trade arrangement is going to end. That may help you decide when you want to begin a War or change to another trading partner. The other two screens are more helpful, overall.

The Your Deals screen shows all Civs you know, the Gold on hand, Luxury and Strategic Resources they have available. You will also see Open Borders, Embassies, and Research Agreements here. It is very helpful if you want to find a Resource for a City to have We Love the King Day or simply need to find someone who has something worth trading. It also shows City-States, so use this information to get your Civilization for more Luxuries, and higher Happiness. It is a waste to Ally with one City-State who has Luxuries you already have when there is another of the same type that has Luxuries/Strategic Resources you need.

The Global Politics screen will show you all known Civs and any Friendships, Denouncements, or Wars they are involved in. It gives you a great overview of the current political situation and is a section not to be overlooked. You can even tell who built that Ancient Wonder you wanted back when it was 'built in a Distant Land'. Seeing who controls what Wonders is very handy when you're Warmongering, as it can help you pick your next target. You may also easily see who is going to be a Cultural problem because of the mix of Wonders they've built. You can see the Social Policies Civs have adopted, thus what direction they are going, and also whether or not you will have a competitor for that Wonder you're building - whether it be because of a Social Policy is required to build it, or you are an Era ahead of everyone in the game by a full Era. You can learn a lot from this screen, so use it!

Global Politics information can also help you see which Civs would be a bad idea to sign a Declaration of Friendship with, and who it'd be a good idea to Denounce or at least avoid. Trading/Trade Routes are fine but saying you're Friends with the bad guy, well, makes you look like just another bad guy. It's very hard to keep track of all those notifications from memory, so you can see if Bismarck is very unpopular in the world and avoid DoF'ing with him. Denounce him instead, and you'll get a boost with everyone else who has done so, and can then sign Declarations of Friendship en masse for later Research Agreements and a peaceful game - so long as he isn't your neighbor.

Interacting with Civs: Trade, Demands, and Political Agreements

All known Civs can be interacted with, simply by clicking on a City or clicking the Civ in the Diplomacy panel. You have four options here - Trade, Demand, Discuss, and Declare War:

Trade Trade is healthy for your relationship with another Civ and is the easiest Diplomatic bonus to receive. Your offer on the right, their offer on the left. The most common Trades are Luxuries for Gold or other Luxuries, but you can also get or sell off Strategic Resources (Iron, Horse, etc.) that you do not need here, but know you will give them the ability to better arm their Military. It is wise to trade off any extra copies of a Luxury you have, as you only benefit from one copy and any sitting around are being wasted. Trade Deals last for 30 turns on standard speed, so any Gold Per Turn can be multiplied by 30 to know the total for the arrangement. Only Civs that have signed a Declaration of Friendship can Trade for lump sums of Gold. A Luxury is worth 250G, 7 Gold per Turn, or 5 copies of a Strategic Resource to the AI. They often treat you worse when it's going the other way and demand more gold per turn than this, even if you are Friendly with one another.

Through Trade, you may even sell or buy Cities from other Civilizations for massive amounts of Gold and Resources. This is helpful when you won a City through War that you do not really need and don't mind having them having control of it. Sell it to a Friend and reap the reward.

There are a number of other options under the Trade menu:

  • Accept Embassy : Shows the location of each player's Capital. You can sell your Embassy for 1 Gold per Turn in the early game to each Civ you meet, but it may also lead them to knowing where you are - they don't until this occurs or they scout you. Embassies are what allow Spies to be placed as Diplomats in another Civ's Capital City.
  • Open Borders : Requires both Civs to accept an Embassy. This opens borders allowing passage through lands, but also increases Tourism Generation between Civs, and lets Missionaries to enter those lands without suffering Attrition. It is also helpful for Great Musicians to do Concert Tours . You do not have to open your borders to them - the one with that option on their side of the Trade Screen is allowing open borders. Consider this carefully, for a Civ may use those open borders to settle a City near your own lands in an area you are planning to use - and you may not want them there, anyway for it can block your border growth.
  • Declare War On/Make Peace With : You can influence a Civ to Declare War or end a War with another Civ. If they like you, or hate the other Civ enough, the deal may be rather cheap. Sometimes, it's impossible to get a Civ to DoW someone else. Either way, it is a sneaky tactic to get your competitors fighting and may be used to great benefit on higher difficulties. You can use this to tie up a Civ that you suspect is being Deceptive toward you or is on your borders and likely to attack. Not many Civs will wage two wars at once.
  • Vote Yea/Nay for World Congress Resolution : This option again requires an Embassy. If you do not have enough delegates, you may buy another Civ's vote to pass/stop a proposal you like/dislike. It is wise when you are going for something that will be a tough vote, like World Religion or Ideology. They will commit x votes after the deal is complete, and you'll be able to go into the World Congress screen to get an idea how votes will be placed. Having Diplomats in other Capitals can give you this valuable information, but Spies are scarce.
  • Research Agreement : Requires Declaration of Friendship. Both Civs contribute 2-400+ Gold to cooperate and give a big boost to Research after 20 turns. This is based on the lowest of the two Civs' Research levels, so if you are that Civ you may be required to cough up more Gold or some Resources to sign the deal.
  • Defensive Pact : Available after Chivalry is Researched. Two Civs must like each other very much to do this - from game data it appears you must accrue at least 80 points of good standing with them for it to be possible (more on points below). It requires a Declaration of Friendship and a very good standing. If you do this, know that you'll be immediately drawn into War if your partner has war declared on them, but not if they initiate it - joining in is up to you in that case. It is good for small, peaceful Civs to ally together. You need a good Military for them to accept such a deal. Note that Defensive Pacts may not always work as you'd like. First, the AI does not consider Defensive Pacts when deciding to Declare War so it is not necessarily a deterrent to war unless used in a Multiplayer game. Additionally, your Ally may Declare War only on the first entity to DoW you (sequentially), which could be a City-State or the first of multiple Civs to Declare War. This means that while you may want them to help protect you against everyone attacking, it is not likely to be the case. Once a Defensive Pact has been triggered, it will no longer function despite indications it is still active.

Demand This opens a one-sided Trade Screen where you demand of the other Civ. You're not able to ask for help as they are, unfortunately - that is their equivalent of a Demand. You must have a strong Military compared to the other Civ to do this, and their location (closer, further) is likely a factor in determining if they will accept your demand, as well as just what you've requested of them. On the flip side, when they ask for help and you oblige, you get a boost to relations for a large number of turns. If you decline, it will provide a negative for a time. Making a demand of them, however, will harm relations whether they accept or not.

  • Shall We Declare War Against... : Ask the Civ to team up with you against another Civ. If you know they've Denounced them or the other Civ is otherwise disliked, you just may get an ally and a huge diplomatic boost for fighting against a common foe. Very handy when you need to stop a Civ that is a threat to you, or you're speaking with another Warmonger and might each take your share. The target Civ may back out of the War easier and give you a nice deal for a Peace Treaty once you've brought down a good portion of their units, given they will be looking at the military power of both Civilizations and fear being conquered.
  • Publicly Denounce : Denounces the Civ, which will let you gain a boost with other Civs who have done the same. Naturally, they won't like this, but it's a part of Civ Politics. This is part of a concept I'll simply call joining sides, as leagues of Nations will often form Friendship/Denouncement patterns that lead to strong relations among all Civs involved. You are privy to this information on the Diplomacy screen, which was discussed above.
  • Sign Declaration of Friendship : Signs a Declaration of Friendship. They must like you and not think you are weak or technologically inept, it also depends a lot on whether that leader has a high score in the willingness department. This boosts relations between you. Early Declarations of Friendship are valuable, for you can get more Gold overall from a lump sum than per turn in a trade agreement! As stated above, this also allows Research Agreements and Defensive Pacts.
  • Share Intrigue (from Spy) : When you have a Spy in another Civ's Capital you may learn of their "plans" (which often don't happen, but perhaps due to changing conditions). This option only appears just after that's happened, so it's worthwhile to pay attention to those notifications! Sharing this information with the Civ who is being plotted against can earn you a Diplomatic Boost for a time.
  • Stop Spying : Asks them to stop spying on you, which will require Military strength and that may not even be enough if they call your bluff. Sometimes effective when you notice a Civ is stealing a lot of Tech - but the other Civ will not like that you've made them stop. It is essentially a demand.
  • Don't Settle New Cities Near Us : Another demand, which can be asked at any time. Very handy if you have a military, again, so important to have a decent Military to get other Civs to cooperate. This will sometimes get them to divert a Settler going for a prime spot you were planning to take for yourself, or lands you hope to claim through Culture's natural border expansion.
  • Stop Spreading Religion : Only available after a Missionary or Great Prophet has recently Spread Religion in your lands. This may get them to stop, but like all Demands, they will not like it and you will suffer a penalty for a time.

Relationship Levels (Approach toward Your Civ)

Civilization 5 features a variety of Relationship Levels, which can be seen on the Diplomacy interface in the top right. Simply click this and you will be able to see your current standing with all known Civilizations. Hovering over them will show you the current factors impacting your relationship and how they got to that level. Bright green indicates a strong positive modifier, light a weak one. Bright red means they are quite upset over that factor, while a lighter shade is less of a worry - but these small things can all add up. The game does not directly give you the information on how many points you are getting for these, but you can have a general idea based on the stated Relationship Level with you and balance of these colors. Even still, Civs may turn from Friend to Enemy in the blink of an eye if they are being Deceptive or they come to the conclusion they want one (or more) of your Cities.

Here are the Relationship Levels I've noted during my many hundreds of hours playing Civ 5 and some general information about each:

You will learn more about the - and + under Boosts and Penalties below. Negative is better, and everything is added to determine your final score. If a Civ gets to -40, they will state as Friendly unless they are Deceptive. +80 means they will be Hostile. You want to avoid a large positive score, which generally means War if they are capable of attacking you (Military comparison and many, many other factors to AI decision-making as you can see in the link I shared near the top).

  • Neutral : is exactly what it says - they have not decided where they stand with you, for you have not interacted enough nor have you done enough to anger them. This situation can quickly change based on a single incident, and they may denounce you.
  • Friendly : Friendly is good, and you can certainly sign a Declaration of Friendship with this Civ if they are pleased enough with you. It does not mean, however, that they are your best friend forever and can change based on how you're playing. Maintaining a Friendship means continuing positive interactions with them while not doing things they see as negative.
  • Deceptive (a stance the AI takes with you) : Deceptive is hidden. The Civ will appear Friendly and none of the negatives they feel about you will be revealed when mousing over the Diplomacy interface. Civs with a high Deception Likelihood score who have reason to have you may DoW you out of nowhere and invade your lands. This is one reason why this Guide should be helpful - you will know things you have done to possibly anger Deceptive Civs. One means of determining if a Civ is being Deceptive is to attempt a trade with them. When Deceptive, they will offer awful deals: for example requiring many of your resources and GPT for a copy of their spare Luxury.
  • Guarded : This Civ may fear you a bit or think you are becoming a worldwide threat. This commonly happens when you have a decent Military and the other Civ is hesitant to trust you.
  • Denouncing : You have reached such a score that the Civ is Denouncing you. You may still make Trade deals, but they will not offer much in return - for example a Luxury for a Luxury is now likely impossible and you'd need to add some Gold to get them to deal with you. Two Civs that have both Denounced you will gain a positive modifier with each other and this can result in Civs forming leagues to bring you down.
  • Hostile : This is worse than Denouncing, at least I believe so. War is likely with this Civ and they are not likely to be very helpful to you at all. Trade is still possible, but watch your back.
  • War : Just shows that you are currently at War. All Trade deals and Trade Routes are cut off - some Trade Routes may be pillaged instantly if the Caravan is in your lands at the time.
  • Afraid : You haven't necessarily done anything to them, but your actions speak for themselves. You either have a massive Military and have been on a warpath or you have begun to stockpile Nukes and they think you're the type to use them. These Civs' responses in conversation can be funny - they bow to your might, but don't necessarily like you. You may be able to bully them or make demands if you are strong enough, but it will harm your relations.

Diplomatic Boosts and Penalties

Now that we've covered interacting with other Civilizations, Trade Deals, and the Relationship Levels you may have with them, we can look at the various factors that cause Diplomatic Boosts and Penalties that can make you friends or cause you trouble in the future as they add up. I have compiled my list from using XML data and my own notes while playing many games. There may be more to this, but I will not label the list exhaustive. These are the big ones and should be enough to help you manage your relationships with other Civs. A lot of the information presented here has a lot more complexity to it - Civs taking a certain approach toward you (relationship level) will react differently to certain events. You can see this information yourself in your Civ 5 install folder\Assets\DLC\Expansion2\Gameplay\XML\AI\GlobalDiplomacyAIDefines.xml. Without DLC, wit would just be in Assets/Gameplay etc.

From gameplay data, negative is actually good while positive is bad. Think of it as a build up of points where once you reach a certain threshold and the AI finds the conditions favorable, they will Denounce or Declare War on you. The system is complex as you can see if you view the link by Putmalk that I posted near the beginning of this article. Having a really low score is almost a low score of hatred, so I will avoid confusing myself while tabulating this information and stick with the negative is good and positive is bad as presented in the XML data.

Some of these factors decay over time - such as trading recently, and providing help to an AI. This means the effect decreases slightly with each turn.

Warmonger Penalties - the Worst Diplomatic hit These go from +15 (not so bad) to +100 and more (horrible). The more cities you capture or times you declare war, the higher this number will be. It can grow so high that you never escape the penalties within a normal-length game. Hovering over the AI will say how strongly they feel about Warmongering, and how they are taking your actions - from believing it's a growing concern to that you are a Warmongering menace to the World. Each City you take can bump it up a bit, depending on how many Cities the other Empire has (fewer Cities is a bigger penalty for taking one). It also depends on how badly that Civ hates Warmongering, based on their WarmongerHatred score. As stated before, Civs vary in how they approach these things in any given game, and one may roll an extreme hatred of Warmongers (7-8) while usually having a 5-6 rating. These penalties can very, very slowly decay over the course of a game. Also, if a Civ does not know you yet, they don't know about your Warmongering, so Civilizations on another Continent or on the other side of a Pangaea may have no idea you are beating on the weak. However, if you make a promise that your troops are not on their borders for War, then break that promise and invade them, every Civ in the game will know if this treachery whether they have been met or not - so never do this if you do not want a big hit that lasts the whole game.

Things we can Learn from this List All these factors are combined and give a final score, which will determine a Civ's stance with you. Civs have different thresholds before they will Declare War, Denounce, and how willing they are to sign Declarations of Friendship. Having many good modifiers may snowball to allow you to sign a DoF, get them with their friends, and lead to good relations with multiple Civs whom you can sign Research Agreements with and don't have to worry about as far as War. Likewise, getting in the negative and having a Denouncement (or multiple Denouncements) against you can make things turn sour quickly and lead to War. One more negative action by you could tip the scales at any time, so if you are playing peaceful and don't have a large military this is important to know.

It's better to ignore a Civ's request you stop if you're going to continue your bad behavior (spying, settling, converting) than to make a promise and break it, in all cases. There is no penalty for not accepting a Civ's proposal that you go to War with another Civ - what matters are the DoFs/Denunciations you make with other Civs, showing whose side you are on. See which way the wind is blowing, and choose a side that is safe. Distant Civs' war threats are less dangerous than a neighbor's.

You should know that it's generally safe to steal at least one Artifact and Tech per Civ - then either keep your promise or ignore them and continue if you are stronger than them. Not many of these give you a bad reputation with other Civs, just the Civ in question. Stealing Artifacts from City-States is fine, but know that building a landmark in their lands will give you a boost to your Influence.

Not many bad modifiers go away, while good relations must be maintained . Trade Deals end, Denunciations go away, Dofs go away, etc. Use this information to help you accrue positive modifiers and keep them active, for you can see there are many, many more things you can do wrong than you can do to boost relations. Trade, help them when possible. Give their proposal one vote, don't propose things in the World Congress that will anger certain Civs.

Share your Diplomacy Tips Use the Comments form below to share your tips about improving relations with the AI, offsetting Warmonger penalties, and otherwise interacting and trading with Civilizations. By doing so, you will help the many readers of this Guide and contribute to another player's knowledge and help them improve their play.

Share Tips and FAQs (13)

Our Sims Forum is the place to go for faster answers to questions and discussions about the game. Use the form below to share your own experiences and provide helpful tips to other readers.

Reply

Search the Guide

Popular guides, other guides.

Carl's Guides Fallout 4 Guide Terraria Guide Skyrim Guide Stardew Valley

how does research agreement work in civ 5

Altered Gamer

Civilization 5 Research Guide

Civilization 5 Research Guide

The Complete Civilization 5 Guide: Research

Technology is a very important part of Civilization 5 . A civilization that performs research quickly and effectively will always have an edge against a civilization that does not. Civilization 5 research is also obviously important if you wish to go after the research victory condition. Let’s look at the basics of research.

My beakers! Where are my beakers!

In Civilization 5, as in Civilization games before it, research is represented by the beaker icon (a small beaker filled with blue fluid). As a result, research income is generally referred to as beakers. The more beakers you have, them more quickly you research technology. Your total income is always represented in the upper left hand corner of the primary game window.

So, where do beakers come from? The primarily come from your population. Each citizen generates one beaker per turn, although this isn’t readily apparent on in the city details display because his income does not show up on the city map.

This base number of beakers, however, is modified by many things. City improvements often increase beaker income by providing bonuses – the Library, for example, provides one extra beaker for every two citizens in a city. Improvements allow for a further increase of beaker income through the assignment of citizens to specialist roles at those buildings – this takes citizens away from working the land and instead assigns them to academic pursuits.

You can also increase beaker production through social policies and wonders. The rationalism branch, for example, has a number of social policies that improve overall beaker income. These overall bonuses can be a great boon to your beaker production and are a must-have if you want to go for a scientific victory .

Other Ways to Research

Besides increasing beaker production there are a few other ways to improve your research. One is through the production of great scientists, who can be spent in exchange for a free technology. There is some debate about the real usefulness of this as opposed to expanding the great scientist in the production of an Academy tile improvement, which improves a city’s beaker production.

Research can also be improved through diplomacy by entering a research agreement with another civilization. When you enter this agreement you and the other civilization receive a 15% bonus to total beaker production. You have to pay gold to enter the agreement, as does the other civilization.

Finally, you can obtain research through the exploration of ancient ruins. This is particularly effective on Archipelago maps because the AI often does not search smaller land masses, which means that you can find useful ruins even in the mid-game.

The Consequences of Beaker Mechanics

Civilization 5 Research Guide

Population is the raw production resource for beakers, so you will want to treat population as your primary resource if you are going for a technological victory. The population of your cities relies on food, so you will want to make sure your food production is as high as possible. This means proper planning of city locations, as it is very difficult to generate a high population in a city surrounding by mountains and desert.

Another very effective way to improve your population is through maritime city-states. Maritime city-states allied to your cause provide a static bonus to food in each of your cities. This bonus stacks, so becoming allies with four maritime city-states (for example) can generate a big food surplus. This means larger cities and more beaker income.

Of course, having more people means having to deal with unhappiness. If your civilization becomes unhappy growth will slow, which in turn will prevent you from fully realizing the beaker production that might otherwise be possible. Unhappiness can be combated through city improvements, but this may be of limited utility because you’re already spending a great deal of time and money on the construction of research improvements. City-states can again be a good alternative, as they grant you access to their resources when they become your allies, thus boosting happiness. You can also try to exchange your excess luxury resources for access to the luxury resources of other civilizations. Finally, you can control unhappiness by picking social policies that make it easier to control a large population

Once you understand the mechanics behind beaker production it is much easier to effectively plan how your civilization researches new technology. This will give you a big edge when you play the game.

This post is part of the series: The Complete Civilization 5 Guide

Are you a new player to Civilization 5 looking to learn the game? Or a veteran of Civilization 4 looking for some tips about what is new and different? This guide will help you become familiar with the mechanics of Civilization 5.

  • The Complete Civilization 5 Strategy Guide: An Intro for New Players
  • The Complete Civilization 5 Guide: Advanced City Building
  • The Complete Civilization 5 Strategy Guide: Combat Basics
  • The Complete Civilization 5 Strategy Guide: Culture
  • Complete Civilization 5 Strategy Guide: Research

CivFanatics Forums

  • Latest reviews
  • Search resources
  • Civ6 - Downloads
  • Civ:BE - Downloads
  • Civ5 - Downloads
  • Civ4 - Downloads
  • Civ4: Col - Downloads
  • Civ3 - Downloads
  • Civ2 - Downloads
  • Civ1 - Downloads
  • Alpha Centauri - Downloads
  • Civilization V Downloads
  • Civ5 - Tutorials, References & Guides

Research Agreements (BNW)

  • Author Browd
  • Creation date Apr 10, 2014
  • Tags bnw research agreements
  • Definitions
  • Basics of Research Agreements
  • Maximizing RA Benefits
  • Bulb - Obtain a new Tech by either expending a GS, completing the Oxford University or the Great Library, or completing the Rationalism social policy tree.
  • DOF - Declaration of Friendship between two civilizations
  • GS - Great Scientist
  • RA - Research agreement
  • Tech - Technology
  • Medieval - 250
  • Renaissance - 250
  • Industrial - 300
  • Modern - 350
  • Atomic - 400
  • Information - 400

More resources from Browd

  • Resource icon Patch Notes: Portugal Pack (March 2021) Patch Notes: Portugal Pack (March 2021)
  • Resource icon February 2021 Game Update February 2021 Game Update
  • Resource icon Patch Notes - Kublai Khan & Vietnam Pack (January 2021) Patch Notes - Kublai Khan & Vietnam Pack (January 2021)
  • Resource icon Patch Notes - December 2020 Game Update Patch Notes - December 2020 Game Update
  • Resource icon Patch Notes - Babylon Pack Update (Nov. 2020) Patch Notes - Babylon Pack Update (Nov. 2020)
  • Resource icon Patch Notes - October 2020 Game Update Patch Notes - October 2020 Game Update
  • Resource icon Patch Notes - Byzantium and Gaul Pack (September 2020) Patch Notes - Byzantium and Gaul Pack (September 2020)
  • Resource icon Patch Notes - Game Update August 2020 Patch Notes - Game Update August 2020
  • Resource icon Patch Notes - Ethiopia Pack and Persona Pack (July 2020) Patch Notes - Ethiopia Pack and Persona Pack (July 2020)
  • Resource icon Patch Notes - June 2020 Game Update Patch Notes - June 2020 Game Update

Share this resource

  • This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register. By continuing to use this site, you are consenting to our use of cookies. Accept Learn more…

how does research agreement work in civ 5

Sid Meier's Civilization VI

how does research agreement work in civ 5

Report this post

Valve Logo

IMAGES

  1. Civ 5 research agreement

    how does research agreement work in civ 5

  2. Civilization 5 Multiplayer Part 33: Research Agreement

    how does research agreement work in civ 5

  3. Civ 5 research agreement

    how does research agreement work in civ 5

  4. Civ 5 Science Guide: Maximizing Research Output

    how does research agreement work in civ 5

  5. Research agreement civ 5

    how does research agreement work in civ 5

  6. Civ 5 Science Guide: Maximizing Research Output

    how does research agreement work in civ 5

VIDEO

  1. Cola cola tu song arkestra dance Daniawan arkestra dance program 2019 song Coca cola tu Koka kola tu

  2. What Is Google Ads & How Does It Work?

  3. घर वहालको करारनामाको कागज कसरी लेख्ने?How to write house agreement Paper!!

  4. Dynamite Overpower In Brawl Stars 💀

  5. PhD new admission 2024 with PhD fellowship

  6. Civ 6

COMMENTS

  1. What does the Research Agreements do? :: Sid Meier's Civilization V

    heatson May 17, 2014 @ 7:32pm. You must have a Declaration of Friendship to do this. Once you do, you and another player can "donate" a set amount of gold to a reasearch agreement which takes about 30 turns on standard speed. Once the 30 turns are up, you and that person you have a research agreement with get a tech boost.

  2. Can someone explain how Research Agreements work? : r/civ5

    lepardstripes. •. Research agreements have a base cost that increases per era. Research agreements can only be signed during a declaration of friendship, but they can continue even if the friendship ends, unless broken by a declaration of war or extinction of the other civ. If you and the AI are in the same era, or even if the AI is ahead of ...

  3. How does research agreements works?

    Jul 25, 2011. #3. Well your question doesn't make any sense, so I'll just tell you how research agreements works. Basically, once your research agreement naturally ends, you are given a large boost to science. This science is worth the median beaker value of your yet to be researched techs. So, hypothetically if you had three techs left, one ...

  4. So how do research agreements work? : r/civ5

    I believe that in G&K, instead of the lesser of the total science, it uses the average of the total science as the numerator, thus in the above case both you and Civ A would gain 150 science. In Vanilla, you gain science that equals to the median science cost of all your currently researchable techs. 3.

  5. Civilization 5 Research Agreement Worth It

    Civ5 returns to the old empire management system, where more cities are always better for your empire. Keep in mind that there are no sliders for science/gold/culture in Civ5. Science is mainly population-based, with the basic formula of 1 population point = 1 cup/revolution. Gold is also largely population-based; Much of your income comes from ...

  6. Research Agreement

    A Research Agreement is an agreement that can be negotiated through diplomacy in the Civilization games. It gives both of the civilizations that sign it a bonus toward researching one or more technologies. Research Agreement is not present in (or the article has not been created for) the following games :

  7. Civ 5 Science Guide: Maximizing Research Output

    By understanding how Science is calculated, the knowledge can be used to maximize your Civ's Science output. Population IS Science. Population and Science go hand in hand. With no other buildings involved, one Population equals one Science. Higher Population throughout your Empire, or even in a single City = higher Science output.

  8. How do research agreements work?

    Upon completion, you both get a science boost equal to 50% of the median cost of all techs that you (and only you) can currently research. Scientific Revolution in the Rationalism policy tree and The Porcelain Tower both increase the boost by 50%. They stack additively, so with both you get a 100% increase. It's the side effects that save us.

  9. Research agreements : r/civ5

    They are a very beneficial element of the game. If you know you have enough gold for it, you should always agree them. The only reason for not doing it is a situation when your partner is so weak, and can be destroyed because of his agressive neighbour. When player gets eliminated the science bonus and gold are lost.

  10. Research Agreements (vanilla)

    Definitions. RA - Research Agreement. Tech - Technology. Bulb - A freely granted technology gained by either expending a great scientist, completing Oxford, the Great Library or the Scientific Revolution social policy. Basics of Research Agreements. Research agreements become available to a civilization when it has researched philosophy.

  11. How do the new Civ 5 G&K Research Agreements work?

    Nov 2, 2012. #2. the sum of you and your partners beaker output per turn is divided by 6, then modified by the 50%+SP/PT bonus. The maximum you get is somewhere in the range of 5-10 turns worth of your own bpt as the output (10 turns = you specifically having SP/PT, 5 turns = not having them). That depends of course on if your partner has equal ...

  12. Civ 5 Research Agreement: Everything You Need to Know

    Civ 5 Research Agreement Contract. This Research Agreement Contract ("Agreement") is entered into as of the Effective Date by and between the Parties, for the purpose of conducting research and development activities related to Civ 5. 1. Parties. This Agreement is made between the following parties: Party A: [Full Legal Name]

  13. Civ 5 Diplomacy Guide: Making Friends and Avoiding War with the AI

    Research Agreement: Requires Declaration of Friendship. Both Civs contribute 2-400+ Gold to cooperate and give a big boost to Research after 20 turns. This is based on the lowest of the two Civs' Research levels, so if you are that Civ you may be required to cough up more Gold or some Resources to sign the deal.

  14. What happens to a research agreement when we go to war in Civ 5?

    8. The money you each put into the agreement is lost. This is not necessarily a bad thing - if you can trick someone into a research agreement before going to war, they will lose that money, which they could have used on defending themselves. According to Wikipedia, the higher-level computer opponents will sometimes use this strategy.

  15. Research Agreements: how to see the output? :: Sid Meier's Civilization

    Now it is (without bonuses to RA) 50% * min (Civ A beakers, Civ B beakers)/3. where Civ A beakers represent the total amount of science produced by CivA over 30 turns. #4. Starwing1 Nov 16, 2014 @ 12:24pm. Originally posted by Acken: I don't remember that you can see the exact value. You can do the calculation yourself though even if annoying.

  16. How do research agreements work?

    Attached is a save one turn before my agreement completes and the turn of completion. I got no boost to my research except for what my empire produce that turn. You can clearly see from these screen shots my research progress and how it didn't move. This seemed to happen all game but I wasn't...

  17. Can someone explain how research agreements work? : r/civ

    A research agreement is a joint science program you create with another friendly civilization. To unlock this option, first you need to research Education, and then become friends with another player. You (or they) can then offer to enter into a research agreement. To start it, both parties must invest a set amount of Gold based on the era that ...

  18. Civilization 5 Research Guide

    The Complete Civilization 5 Guide: Research. Technology is a very important part of Civilization 5. A civilization that performs research quickly and effectively will always have an edge against a civilization that does not. Civilization 5 research is also obviously important if you wish to go after the research victory condition.

  19. Are Research Agreements Good in Civ 5

    In conclusion, the decision to use research agreements in Civ 5 should be based on a player`s individual circumstances and strategy. While these agreements can offer significant benefits, they may not always be necessary or affordable. Players should carefully weigh the pros and cons before entering into any research agreements and ensure that ...

  20. Can somebody explain Research Agreements to me? : r/civ

    Gaminic. • • Edited. Research Agreements give a one-time boost in research. Two Civs with a Declaration of Friendship have to invest a sum of gold, then wait 30 (Standard) turns for it to complete. If the Civs go to war within that 30turn period, the RA is cancelled completely and there is no refund.

  21. Research Agreements (BNW)

    Research agreements become available to a civilization when it has researched Education. For an investment of gold, an embassy in each capital, and a DOF, two civilizations may agree to sign a research agreement. The length of the research agreement is determined by game speed (30 turns on Standard speed).

  22. How do I start a research agreement? :: Sid Meier's Civilization VI

    It's an option in the trade menu, although the AI seems very reluctant to accept the offer. You must of course first researched the tech for the research agreement to be possible to do. Then the other nation must have researched the ability to do research agreements as well. Now you're ready to do the agreements ONLY IF you both share the same ...

  23. Can you guys explain the importance of Research Agreements ...

    After 30 turns, you immediately gain 2000 Science. Research Agreements are very worth it. They are all but required for fast science victories and for science victories full stop at higher difficulties. One good tip is to sign multiple agreements simultaneously; time them so that they finish 8 turns after you complete building that eras science ...