Has anyone else noticed this? Pretty much without fail the AI will plant Great Engineers and Great Merchants (captured cities always have Manufactory and Customs Houses) and bulb Great Scientists, which is the complete opposite of what a human player will usually do. This is especially tragic for Babylon, who inevitably bulbs the Great Scientist he gets on turn 10. Seriously though, why did they make Manufactories and Customs Houses so weak compared to Academies? 8, which you can't get from a tile improvement otherwise, compared to 4 (with a level 1 tech providing an improvement of 2) and 4 (vs Trading Posts giving 1). What gives? Why are those two tiles improvements so bad, and why does the AI love them so much? Bit of math for fun: A Great Engineer used in a city of population 10 gives 600, even if you put him on grassland he still needs 150 turns just for the Manufactory to equal that, and it requires working a tile. It's even worse for the Great Merchant, using him on a trade mission is worth like 1000 gold (if you count 30 CS influence as 500g), so even with a Market AND a Bank in the city he's planted, you need over 200 turns just to break even! Compare this to a Renaissance Scientist being planted, he breaks even with what he would have bulbed in like 30 turns!