Research is one of the key parts of the game. Research will be generated over time for every city you have. Each city will generate a different amount of research, and research buildings such as a Laboratory will increase the amount of research each city produces. Research can either be in the form of a passive ability or adding a new spell or unit you may construct or cast.
Each skill has a set amount of research points that is required to be produced to gain its benefits. The research value of the skill is proportional to its tier level, which depends on its strength and benefit. There are three primary types of skills that can be researched: Combat Spells, Strategic Spells, and Empire Upgrades.
All Spells are listed on their respective pages of Origin - those specific to Classes or Specializations are listed on their specific pages. There are also some Secret spells, which cannot be researched, but can be obtained by other means, such as Treasure Sites or Empire Quests. These are listed on the Miscellaneous Spells page. Lastly, there are some spells available to everyone, known as Avatar Spells, noted at the bottom of this page.
Combat Enchantments will affect the entire battlefield for the time that they are active. They can for example give bonuses to your units( Mass Bless), or debuff the enemy's ( Mass Curse). Some have have a certain effect at the beginning of a combat round, like Arachnid Horde or Great Healing Showers.
These Spells can be Disjuncted just like the Enchantments on the Strategic map, and a Critical Success of Failure can occur, causing Disjunction Backlash to the leader on the wrong end of it - this can have a huge impact on the rest of the battle.
Strategic spells once researched are spells cast on the adventure map unlike battlefield spells which can only be cast during tactical battles. Like their battlefield counterparts, strategic spells can damage enemy armies (for example Sunburst) or enemy cities(for example City Quake) directly, provide a constant empire-wide boost to all friendly units when the spell is active (for example Shield of Dispassion) and add an additional magical element for the defence of targeted friendly cities (for example Rotten Wall and Glyphs of Warding). Strategic Spells have an upkeep in mana which must be paid or the spell is cancelled when the faction's mana reserves run dry.
Strategic Spells can be reinforced once cast with the investment in Casting Points giving a proportionate increase to the integrity of the spell. Higher tier spells require more mana and casting points to fully reinforce compared to lower tier spells. Reinforcing strategic spells makes it harder and more expensive for enemy leaders to Disjunct the spells.
Empire upgrades once researched deliver some kind of passive benefit to the player's empire as a whole. Effects can vary between increased resources from certain treasure sites (such as "Sanctified sites" for the Theocrat), a permanent boost to all or some of the player's heroes and units (such as "Harbingers of Death" for the Necromancer), a bonus to city structures and/or treasure sites within a city's domain (such as "Shrines of Unlife" for the Necromancer and "Animistic Knowledge" for the Arch-Druid) and/or a bonus to units produced in cities (such as "Modern warfare training" for the Dreadnought). These benefits do not cost players additional expenses in gold, mana, population or casting points.
[1]There are 12 slots with available research in the research book. The first 3 (Left page, the two at the top and the one on the far left in the center), are fixed slots. These contain the the following:
All of these 3 categories have 2 slots available at the start of the game. A third slot for each category is added, one at a time, when you research your first three spells (exact mecahnics unknown). The game tries to fill the slots at least one class research option, and at least one non-class research option, with the third being random. Within the non-class option, the game does not differentiate between specializations.
This system of slots allow a player who wants a specific technology deeper into the tree to focus his research - if you want a specific global spell from your class(Example: Enchanted Walls), you should research other global spells from your class(like Glyphs of Warding or Dread Omen).
There are some more mechanics making it much more likely for some spells to show up - at the start of a game, it will make a list of all unresearched Tier 1 skills, from which it will select spells that it will offer you to research. Whenever this list becomes shorter than 3 skills, the next Tier gets added in. This makes it possible for basic spells and abilities of a lower Tier to show up very late, because sometimes the more expensive skills can get chosen over them for a lot of times.
Once a research slot is freed up, for example you've researched the entire Movement Tree, the open slots will be added to those from the random options. The first added slot is assigned to Combat Spells, the Second to Global Spells, and the third to Empire Upgrades.
Surface Wonders are unlocked at the far ends of each research tree. They can be located anywhere in the tech tree if the Chaos Theory game rule is chosen. Surface Wonder technology can also be given as a reward for completing Mysteries.
Underground areas will always contain one or two large objects with a Rare Anomaly next to it that when investigated will grant access to a Breakthrough technology that can be researched. Once the technology is researched a Buried Wonder may be constructed next to the object.
Wonders are mega-buildings that are unique in the world and provide potent bonuses to a civilization. All wonders are inspired by, and named after, famous real-world buildings or landmarks that have stood the test of time and changed the world forever. Wonders require time, energy, and effort to complete, but once constructed, they provide your civilization with many benefits.
Civilization VI adds a feature known as "wonder movies," which allows you to watch a wonder being constructed from scratch in less than 30 seconds (somewhat similar to the wonder movies from Civilization IV). This replaces the announcement screen you see in Civilization V when you complete a wonder.
Building a wonder is an important achievement for a civilization. Each specific wonder may exist only once in the whole world, so their construction is, in fact, a race between civilizations. Players should plan their progression well if they want to be able to build the wonders they covet! Note that, unlike in Civilization V, the "consolation prize" for failing to complete a wonder before another player is not Gold, but 50% of the Production invested in it (which is arguably much more useful, since it allows the players who didn't complete the wonder to catch up on lost construction opportunities).
In relation to previous games, Civilization VI adds a revolutionary new feature: wonders are now constructed not inside a city (that is, in the City Center), but on a separate tile near a city (like a Planetary Wonder in Sid Meier's Civilization: Beyond Earth). This is part of the overall de-centralization drive of the game, which seeks to spread various city features to the surrounding land, so wonders will now have to compete for space with both Districts and tile improvements. What's more, there are now a slew of specific requirements for almost all wonders, which can encompass terrain type, adjacency, or other game elements. Finally, many wonders are now unlocked via the new civics tree, instead of the normal tech tree.
Wonders can only be built on valid land tiles (or Coast tiles, in some cases) that don't contain a district, a luxury resource, or a strategic resource. You'll only be able to build a wonder on a Marsh if you have Irrigation or on a Rainforest if you have Bronze Working (because these are the techs which enable you to remove such features from the terrain). Also, any other existing improvements and bonus resources will be removed from the tile, so it is advisable to build them on flat land or Hills tiles with no resources or features (like Woods). Flat Desert tiles with no resources are perfect for constructing wonders since they don't provide any yield normally anyway. Note that, since you cannot "work" a wonder (that is, you cannot assign Citizens to its tile), you will be unable to use the yields of its tile anymore; however, the tile will continue providing adjacency bonuses. This is important for wonders which are constructed on terrain features without removing them (such as Chichen Itza or the Mahabodhi Temple).
Since wonders are placed on tiles owned by cities, a city cannot begin constructing a wonder unless it owns all of the requisite improvements (such as a Camp for the Temple of Artemis), Districts, and buildings (or their unique replacements). If a wonder must be adjacent to a specific type of terrain or resource (such as Stone for Stonehenge or Cattle for Great Zimbabwe), those in neutral territory or territory owned by another city will satisfy this condition. Once a city has broken ground for a wonder (i.e., moved it to the front of its production queue), none of that player's other cities can attempt to build that same wonder - the city that broke ground for the wonder first is the only one that can work on it until that player (or one of their opponents) completes the wonder.
Wonder construction can be accelerated via industrial city-states. The Capital gains a +2 Production bonus from every such city-state where you have at least 1 Envoy. All other cities which have an Industrial Zone (including the Capital, if it has one) will gain +2 Production from every such city-state where you have 3 Envoys, and another +2 Production if you have 6 Envoys. Note that in Rise and Fall, these additional bonuses are tied to the presence of a Workshop and a Factory (respectively) and with the Ethiopia Pack, they are also tied to the Diplomatic Quarter and its buildings.
c80f0f1006