Question about Scientists . . .

MMRegent

Chieftain
Joined
Feb 2, 2004
Messages
36
I have C3C. What exactly do scientists do? I have played through 6 games with Civ III, PTW, and C3C combineda and I have never really used scientists much b/c I don't understand them- I know that money produced goes toward science, so then, what exactly do scientists do - do they produce money for science that just goes DIRECTLY toward research rather than to the treasury? I always figure I can just choose a taxman instead and then adjust the research funding if I want to. Am I missing something important by not utilizing scientists??
 
Scientist are not really for tactical use, with one exception. The sci slider is generally more effective.

Huge cities will make extra citizens scientist, which contribute directly to beaker count.

You can use a scientist early to substitute for a 10% research rate - very helpful when early wars break the bank.
 
Thanks. One more question. What exactly does the "beaker" count mean (or do). I see the display, but if science research is advanced by funding from commerce, then what are beakers for? Is one beaker equal to one commerce coin towards science?
 
Commerce is the proper term for what is produced by working the land in a city. It is divided into gold, science and luxury by how you have the sliders set. To cut a longwinded description short, scientists increse your research only. Taxmen increase your gold only.
 
Yes, I believe one gold = 1 beaker. Later techs have a significantly higher beaker cost. The reason scientists are helpful, is that no matter what that citizen could otherwise produce, it produces three beakers instead. Sometimes, when a city is about to fall into disorder, I find that a scientist/ taxman can prevent disorder just as well as an entertainer. The benefit is then that citizen is actually producing something, rather than just making people happy.
 
Scientists can be useful. In some cities, you can get more beakers out of them than your regular workers.
 
In C3C scientists produce 3 beakers, and taxmen produce 2 gold, making scientist better if you want more science.
 
And of course, you can use the One Scientist Gambit (or Fifty Turns Research Gambit): you shut down research to 0% but make only one citizen in only one city a scientist.
The maximum number of turns to research a tech is 50 turns (in Conquests), so even with one lousy scientist, you have at least some research going on, while making tons of money.
Now the gambit is in the fact that you try to research a tech that the AI is unlikely to research. If you gamble well, you're the first to have the tech and sell it around for even more money.
 
Another thing to consider is that scientists still produce even during anarchy. (I think).
 
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