Great Scientist

Great Person

Produces a large boost of  Science* **Construct an Academy:**

Place the Academy Great Tile improvement at the Great Scientist's location

 Great Scientists are a special Civilian unit, a Great Person specialized in boosting its Civilization's  technology. It does this in two ways: by generating a large boost of Science, or by creating an Academy improvement to generate Science over time.

### Editor Notes

* May need to expand the Science bulb description - see the formula section on the Civ Wiki)
* The Strategy section needs a full description (currently has notes on what to include)
* Need to double-check when Science bulb amount was fixed, and when Scientist faith buying was removed from Rationalism. Add to the NQChanges section.

## Obtaining Great Scientists

Great Scientists are earned by gaining  Great Scientist points, which are produced by Specialists and Wonders.

Note that in NQMod, Great Scientists may no longer be bought with faith after finishing  Rationalism.

Besides generating with  Great Scientist points, additional Great Scientists my be obtained by:

World Wonders

* 1 from the Porcelain Tower World Wonder
* 2 from the Hubble Space Telescope World Wonder

Social Policies

* May choose a Great Scientist for the  Liberty finisher
* 1 from the  Spaceflight Pioneers Order tenet
* May be gifted from City States after taking the  Patronage finisher

Civilization unique abilities

* Babylon receives a free Great Scientist after researching  Philosophy
* The Maya may take a Great Scientist as part of their Long Count ability (*Note that this does not give 'free' Great People, unlike the other methods it increases their cost of generating with  Great People Points*)

## Strategy

This article or section is a stub. You can help the Fruity Wiki by expanding it.

Add descriptions:

* Timing for planting Academies vs Science bulbing
* Timing for generating Scientists - relates to plant vs bulb timing
	+ early and weaker vs later and more powerful, etc

## *Discover Technology* formula

In NQMod, the *Discover Technology* Science 'bulb' amount is set as previous 8 turns of Science from the turn the Scientist is created (instead of the turn the ability is used). This means the amount of Science you would get from the bulb is fixed when the Scientist spawns and never increases.

Note that the International Space Station World Wonder increases the Science gained by 33%.

## NQ Mod Changes

### v12

* Great Engineers, Great Merchants (and Great Humanitarians), Great Scientists, and Great Prophets all now have base move speed of 4 (up from 2).
* Civilizations may no longer gift Great People to each other.

### v9

* Great Scientist Bulbing: [Bug Fix] Great Scientists that spawn naturally or from Wonders/Policies (as opposed to those faith purchased or made with Babylon UA) now only give the usual 8 turns worth of science (instead of bugged 10 turns worth of science).

### v7.2

* All instances of "free" Great People are actually free (including Great Prophets) now, regardless of whether they are from policies, wonders, or traits. They will not increase the counter
	+ (NOTE: Maya Great People are not free, it doesn't say so on their ability).

### v2

* Great Scientists: Previous nerfs (bulb and faith cost) reversed (?)

### v1

* Great Scientists: Bulb for half as much, costs twice as much faith