What turn does it have to be under for you to settle a great scientist?

Artifex1

Warlord
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Oct 19, 2006
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What turn does it have to be under for you to settle a great scientist?

Standard everything continents map.
 
You can generate a great scientist once you start getting great person points for it from wonders or specialists. Or through other ways like Liberty, or a wonder, Babylon, etc.
If you mean creating an academy (tile improvement) then you can make that on any turn. You can't place it in certain tiles (jungle, marsh, etc.) until the tech is discovered to remove the feature.
 
Usually I place Academies even in the early industrial age. Since GS gives you the last several turns worth of beakers when you use them to discover tech, you should at least wait until 10 turns after you have public schools in all cities, and preferably 10 turns after you have research labs in all cities. Observatories and National College should be built etc, basically all options for research should be fully explored.

So there's not really an exact turn- discovering public schools and research labs are the two major thresholds of how much research you generate. If you recently built a lot of them, consider using your GS for discovering tech. Otherwise settle him.
 
Perhaps he means, up to what turn is it better to make an academy, and from what turn onward is it better to use them to bulb technology?
 
i've heard that it's best to do it before the renaissance but i've occasionally settled them a few turns after reaching the renaissance
 
In science game or diplo game, I settle one or two scientist until public school. I save other for bulbing 8 turns after research labs are up.

In culture, I settle all except whose born after plastics. Then, I bulb them to reach refrigeration, telecom and Internet.
 
Honestly, that beaker pop is so tempting that the only time I ever settle my GS is
1) Free GS for finishing Liberty
2) Free GS for being Babylon
 
If i'm not Babylon or Mayans i will keep them all. I mentionned these 2 civs because they are the only one that can produce 1 before Education unless you get a gs from Liberty(personnally i prefer to get a ge).

More the player is teching fast less he needs to plant academies.
 
Myself, I tend to make 5 or 6 of them as academies and bulb the rest. (The "rest" includes faith generated ones so a majority of them will still be bulbed)

A key thing to remember is that since every academy increases your science rate, it means each and every future scientist that is bulbed is going to produce more science.
(The benefit that an academy provides to future bulbing maxes out in the following situation:
1. All Academies workable by a city with both NC & Observatory and all science buildings
2. Completing Rationalism
3. Going either Freedom or Order and picking the apporatiate tenet within the tree. (New Deal within Freedom improves all yields of Great Improvements; while one of the Order tenet's increases percentage science bonus to cities with factories)
4. Going either Freedom or Order and picking the tenet that boosts great people spawn rate.
5. Being Korea (greater science yield) or Babylon (more GS)
6. Doing anything that gives you free Great Scientists
 
I've heard many times on these forums the "general rule" in BNW is to plant academies up to building public schools. Once the first public school is completed you save the rest.

Take that with a grain of salt of course...any general rule is best tweaked to fit your circumstances of that specific game. But if you're not sure, it tends to work pretty well most of the time.
 
Not really. Science is king for any victory.

Yes; but exact turn of victory will determine break even point; and I find both culture and diplomatic take fewer turns than space race.
 
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