With 19 science (base) flat boosts and with a total of 4 scientists of these buildings, it doesn`t seem much, but all these field improvements are then multipied buildings that offer a bonus percent on a city level, so all cities are added to produce your final scientific performance. Ideology Choices for Max Science Output: Freedom vs. OrderAutocracy is more than anything for the military/culture/diplomacy and doesn`t particularly help you win a scientific victory, so the choice between order and freedom is for most players. The general consensus is that Tall Civs, with fewer cities but high populations, will benefit more from freedom because they are able to use more specialists and reduce the cost of food, while reducing the misfortune that these specialists generate compared to ordinary citizens, allowing them to continue to grow. This combined with the secularism of rationalism, which gives `2 science per specialist, is a natural choice for those with three-five cities. Once you`re done, the best choice is probably order. All cities with a factory receive a 25% boost for science, with a research laboratory and a university (rationalizing) a total of 125% additional science per population, per building and tile improvement, compared to 100%. This is a good thing, because it doesn`t count on you with specialists, but always helps where you can (in your big cities). Freedom buys spaceship parts with gold, while the order is given to employ great engineers to precipitate them. Analyze your situation and choose based on other principles you like in these ideologies. Order is also a generally safe choice, because a lot of AI tend to choose it, but they can`t really go wrong here.
I tend to choose freedom, because I often play big when I focus on Science, but broad Civs also need science and should therefore probably choose order. Flat Boosts to Science: Trade RoutesIf you have studied fewer techs than a Civ or influential through tourism, you get science for trade routes, or they will. In most cases, both Civs receive some science for the trade route, depending on those that are more advanced. Both are the same, it would be a bit of science each. This is most relevant at the beginning of the game, where the link with Civs can determine your own lack of science. Going from 30 to 33 sciences with a trade route is an important leap. The science from a late game of the trade route is negligible, especially because there is no push of % modifiers. Just send multiple routes to Babylon or another advanced Civ to increase your gold per turn and any technology you will explore to shave one or two rounds. This science is added to the city edition after everything else has been calculated. As AI is usually a scientific advance in the early game, finding business partners can greatly help your science editing and help you get the technologies you need to transmit them. The caravan and port, with several technologies, will increase the supply of land/sea trade routes. In late 2012, the developers released the source code for the main part of the game to support the modding community.
  Mods can be downloaded via the Steam workshop for both versions.  Starting in July 2013, the OS X version (not to be confused with the Steam version) does not officially support the mods, although redesigning and moving files to and from some folders will make them possible.  Some reviews were less positive, with the most frequent criticism directed at the game`s artificial intelligence.