A Great Scientist can do three things:
Settle as a Super Specialist: This creates 1 raw
and 6 raw
. This is good in the early game and late game, but usually not-so-useful in the mid-game. The 6
becomes 7.5
with a Library, 9
with Representation, and 11.25
with Representation and a Library. This is Code of Laws in ~30 turns, without factoring in commerce. With commerce added in, this is Code of Laws in around 10-15* (if you're running 80%-100% on your research slider). This is a huge advantage. The extra hammer also comes in handy, but to a lesser extent.
Build an Academy: An Academy boosts the raw beaker amount by 50%, and the Library, Observatory, and University bonuses are added to this. I suggest building an Academy in the early game only if your commerce city (usually the capital) produces more than 13 beakers per turn at 80% on the
slider. This means that the Academy would be more beneficial than a Super Specialist. In the mid-game is the time you should be building Academies. The capital, science cities and general commerce cities should all be getting Academies; Cottages usually mature into Villages or even Towns, and bring in a TON more commerce. In the late-game, after the Academies have been built, use the Great Scientists as Super Specialists instead.
Help Research a Technology: Usually the one cast away. Use this option if it will trigger an important military technology, or a technology you really need (like Mathematics or Alphabet or Compass). As you enter the late Classical and early Medieval Era, the Great Scientist can only usually lightbulb a part of a tech. If your science machine is up an running, you can finish that tech off without losing too many beakers on the previous tech. Or, save up those Great Scientists and burn multiple on the stake to learn more about that new-fangled Blasting Powder or how to Study the Stars to guide big ships.