This refers to the "science-based" set: Engineer, Merchant, Scientist. I confess that I played Civ 5 (vanilla) for years before I realized that an Engineer I was expecting to spawn soon was delayed significantly by the spawning of a Merchant or Scientist. Now, I will micro-manage the Great Person generation in top cities (e.g., empty a Market or Public School slot) in order to maximize their overall number and sequence.
Note: In Civ 6 (which I've played only a little), you manage all the Great Persons as a set by shifting "points" among them, but you're also competing with spawns by other players. If someone else spawns an Engineer before you do, yours will require more points, etc. One more reason to avoid Civ 6.
A critical question that arises in most versions is: expend the GP or plant (settle) it on a tile? Generally, in all game versions, I only plant Scientists because I prefer to save Engineers for wonder construction and dump Merchants for CS reputation and quick cash.
The calculation is fairly straightforward: Hover your mouse over the icon for expending the Scientist and see how many beakers you'd get. Compare that to the amount per turn x # turns you think the game will last before you win. Planting on a tile before turn 200 is an obvious choice if you expect another 200 turns. Even at turn 300, the multipliers (e.g., discovering Scientific Theory) will often make Academy the best choice: click on a city and hover your mouse over the Science production to see the various components of the total at present.
I prefer to plant on Grasslands to avoid slowing city growth, so generally I reserve 2 or 3 of those for Academy by keeping them undeveloped. I also avoid putting GP on tiles along the coast because they are easy for an invader to land on.
Note: In Civ 6 (which I've played only a little), you manage all the Great Persons as a set by shifting "points" among them, but you're also competing with spawns by other players. If someone else spawns an Engineer before you do, yours will require more points, etc. One more reason to avoid Civ 6.
A critical question that arises in most versions is: expend the GP or plant (settle) it on a tile? Generally, in all game versions, I only plant Scientists because I prefer to save Engineers for wonder construction and dump Merchants for CS reputation and quick cash.
The calculation is fairly straightforward: Hover your mouse over the icon for expending the Scientist and see how many beakers you'd get. Compare that to the amount per turn x # turns you think the game will last before you win. Planting on a tile before turn 200 is an obvious choice if you expect another 200 turns. Even at turn 300, the multipliers (e.g., discovering Scientific Theory) will often make Academy the best choice: click on a city and hover your mouse over the Science production to see the various components of the total at present.
I prefer to plant on Grasslands to avoid slowing city growth, so generally I reserve 2 or 3 of those for Academy by keeping them undeveloped. I also avoid putting GP on tiles along the coast because they are easy for an invader to land on.