Originally posted by Scaevola
Thanks for your help.
Now I am at the point where I would like to blaze forward scientifically. When I make a scientist, however, he doesn't seem to increase my Beakers the way they do in Civ II. Where do I see the results of my scientists efforts so that I actually know that he is doing his thang?
I am diggin' the culture though.....
Scaevola
Unfortunately, it's a bit complex to figure out the benefit of your scientists. One scientist produces only one 'beaker' per turn (3 per turn in C3C) - not very much, if you compare that with a city's beaker production while running a decent research rate). Also, this scientist benefit is constant and will not be multiplied by libraries, wonders etc. On the other hand, corruption effects don't influence this benefit.
In theory, you could use some sort of TechCalc (possibly spy on the "tools" section of the Creation&Costomization forum) to get to know the number of beakers (respectively gold) required for a certain tech. You would then count the number of scientists 'manually' and beakers derived from cities to calculate your total beakers per turn rate/total beakers required. Only then, you could micromanage the optimal number of scientists needed; but you had to it
every turn, since tech prices may change (tech gets cheaper with the number of already contacted civs that know the tech - this may just get to know it hile you're researching the same tech). Calling this method tedious is a clear understatement...
What is more, Civ3 lacks of a survey screen for beakers being accumulated towards the reqired total for the current tech (like there was in Civ2). Also, you would have to contact every civ via diplo to see if they already know a tech you don't (even then, you would not see all techs, just those you could theoretically research on your own by now). Again, Civ2 already had this feature; IIRC you'd get a pop up like 'civ A discovered invention' in both Civ1&Civ2 once you had an embassy and a rival just discovered a certain tech - or you could check the diplo screen to get a survey about all (to you unknown) techs of a civ. Why they scrapped that feature (SMAC had such, too) for Civ3 is a total mystery


and there have actually been requests to implement it again in the add-on C3C (which did not happen

).
So how to use scientists in Civ3?
You would hire only 1 scientist in your whole empire and set research to 0% if you wanted to research a tech at minmal rate, that's 40 turns (C3C: 50 turns) for any tech.
You would not hire a scientist in not-so-corrupt cities, since citizens working a commerce contributing tile (at least any tile that has a road on it) would give you a better benfit at decent research rate. This benefit would then also be multiplied by a library and alike. Note: contrary to Civ2, EACH beaker/gold multiplying improvement/wonder will only use the raw amount of commerce collected in a city - no need to establish a 'super science city' by building all these science wonders & improvements in that one special city (it's of course worth to build Newton's etc in a rather uncorrupt, high-commerce city, though).In case of reaserching @ min in early game, you could hire your scientist in a not-so corrupt city, if you wanted to prevent growth in the early game.
In the later game, you may hire an army of scientists in all these ultra-corrupt cities. Once you have like, say 100+ scientists (all depends on map size, of course

), you could possibly *feel* their beaker production... but it's hard to control them

.
taxmen: better hire them, get constantly 1 gold per turn (&taxman), then cut down taxes to improve research rate
To generally boost science, you would build a road on every working tile ASAP and let your cities grow to actually work enough tiles. Aquire lux resources (can cut down lux tax), gold harvesting improvements (can cut down taxes) and decrease the corruption (courts, FP placement, gov type...). Have a commerce bonus gov ASAP (would be republic which is a very good all-around gov for builders & warmongers) in place.
Miltitary Alliance (MA) issue: What Dianthus said. Plus, you could only offer/sign a MA (=you make the diplo effort) with a civ vs another enemy civ, when you're actually at war with that enemy. An ai civ would also only offer a MA (=they make the diplo effort), if they are at war with someone.

my $0.02-worth spam.