Great Scientists > Academy > Success? If only I could make them!

Halk

Chieftain
Joined
Nov 19, 2005
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I'm very aware of how much of an impact having an academy in my key cities as early as possible is.

On a standard size map, I usually have 4 or 5 big cities and the rest aren't really up to much.

If I could get an academy in each of these cities, as quickly as possible I'd have a real advantage on the tech tree.

However, I can't get my head around how to make a scientist!

Usually I'll start off and chop some trees down, and either expand, or more common now, take out 1-2 of my neighbours for their nice land.

At that point I'm ready to start improving my cities, and developing tech, a quick stop for spearmen, and from then on my economy handles upgrades to units.

In my past couple of games I've tried to generate great scientists.

The problem is that I end up generating great prophets, across various different cities.

I understand that having certain wonders produces certain different great perople - I think the Great Library is a pretty important one?

Is there anything I can do to try and generate great scientists, and only great scientists?
 
In order to get scientists I can build a library, which means I can only put 1 scientist in until I get university....

1 scientist won't produce enough for my main cities. As well as that he'll be competing with the other wonders and so on, and before I know it, my great person production is a mess again, and the city that I _want_ to be producing great people keeps having the goalposts moved by other cities making great people I don't want.

Edit : Oops - 2 scientists with library... _might_ make it more likely. Will need to try.

Anybody have any other tips?
 
Caste System is a civic that allows your cities to have unlimited scientists, merchants and artists. Great for farming Great Scientists.
 
For some reason I had it in my head that caste system 100% did not let you put scientists in. I have no idea where I got that idea from... :P

Guess that's what I'm after then, get caste system and then churn out the scientists :)

I shall go try it on a normal sized map. :)
 
Don't build the angkor wat. If you do the governor will start hiring priests like crazy in all your cities leading to many great prophets. I wish there was an option to make it so the governor never hired specialists unless you forced them.
 
I want the governor on but I don't want it hiring specialists. Yeah I can turn the governor off but that just gives me a ton of micromanagement to do...
 
TGL ist great for getting great scientists because all its effects add to that: more gpp, higher GS probability.

Of course you should not build any wonders that don't add to the GS probability in that city.

If you do not want to run caste system simply because there are better labour civics than build a lib (2 scientists) and observatory (1 scientist).

Oxford is another quality science wonder.
 
Got all the scientists I wanted :)

Started as Elizabeth, chopped every tree down I could find and built 2 more cities in addition to my capital.

Built axemen until about 1AD and then took on Alexander. It took me 700 years to smack him down (which is hardly any time at all in Civ!).

He kept getting lucky, and his archers despite being slightly overmatched were killing 2 of my axemen when they should be going down dead to 1. Anyway, can't really complain, he built 3 additional cities in nice spots, so the 7 cities in total made up my Empire. I've built 1 more city, very recently, to fill in a cultural border.

Once I'd almost finished Alexander and I'd stopped building offence I put 2 scientists in every city that had a library, once they made a great scientist I took them back out. I built the great library - it is very good for science.

It increases the chance of getting great scientists - which is ok. But more importantly it gives you 2 free scientist specialists, which is very nice. Combined with national epic and Elizabeths double great person production, my capital was churning out scientists nicely. It was fine until they stopped being able to research 1 full tech per pop. After that they're almost useless.

Caste system didn't help a great deal. Most of my cities couldn't support more than 2 scientists, and all of them had a library by the point I wanted them to start producing people points.

I always have the governor set to maximum food - by doing that he won't put specialists in, I then add the specialists myself.

I've still not managed to get a great prophet out, so I built the spiritual minaret (which was obsolete by the time it was finished) and am building all the religious buildings I can in one city. It's probably not worth it just to get the Confuscionist wonder, and I'm already free religion since each different civ has their own religion.

It seems as if you can set a city down the path of producing one (or two) particular types of great people. But once it's down that path it's very difficult to turn it around.

So next game I play I'll be trying to get each city to be able to produce different types of great people.

I.e. I'll have a scientist one for academies, and when I have all I want I'll stop it producing any. One for prophets, and again once I have all the prophets I want I'll stop it producing any. And another for engineers - which I'll probably keep churning out as often as possible. Later in the game when artists are easy to make, I'll have one make artists for culture bombing.

I haven't found a use for great merchants yet - never tried sending them on a trade route, but unless it provides enough gold to speedbuild a wonder, I don't see it being much use.

It used to be with specialists that prophets would found holy buildings once I had that done they'd just join my capital, scientists would found academies, engineers would complete wonders, merchants would join my city, and artists would go wherever I wanted border expansion. But I didn't realise I could have a great deal of control over when and what I produced in the way of great people.

Game is at about 1800AD, and I''m ahead by 3 or 4 techs from the pack. Nobody likes me because I won't give them tech or stop trading with their enemies, so yet again a diplomatic victory is out. Likely I'll geta cultural victory. I always have space victory turned off. Conquest I suppose I could do - but I don't have 4 hours spare to micromanage tanks :P

But anyway, it was a success, I managed to get academies.

However I'm now wondering if it was really worth it. It seems that you cannot really have a huge lead in technology. I've already got all the resources on my own, just about, and I've plenty to trade for, so the 3 wonders that give you trade goods won't be much use to me, those were one advantage of being ahead on tech. It seems the game makes it more difficult to research tech if nobody else has it (or easier if someone else does have it). So having all those academies seems to just put me 3 or 4 techs ahead. My economy is perfect, I have every science and income building that my tech allows built, yet the AI manages to stay within distance of me.
 
Halk said:
I haven't found a use for great merchants yet - never tried sending them on a trade route, but unless it provides enough gold to speedbuild a wonder, I don't see it being much use.

I get 1300-1700 gold for them. Useful when they no longer give a full tech.
 
I once had problems with managing my cash, I always take science slider down when I'm finishing with a tech... but still I was around 0gc... so the 1500gc what I got helped me to research with 100% science.
 
jimmydean said:
I get 1300-1700 gold for them. Useful when they no longer give a full tech.

I've gotten as high as 2,500. Definitely seems more valuable later in the game when the other players cities are more built up.
 
Got 3500 in that game there, was just finishing it off.

Ended up with a time victory.

I wanted to see if I could have done a conquest - Yes I could. I built my army and took out Napoleon (he was the biggest next to me) in 10 turns. When you've got bombers and nobody else does... :) As well as that, marines that can heal as they march, with pinch and city raider rock! I had some gunships to clear up troops, but I found tanks were much better, you can give tanks collateral damage upgrade, which I found out later... makes me think I'd have preferred tanks over marines for the movement bonuses. I think if you go tanks you have to be able to upgrade them.
 
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