civ 5 great scientist
civ 5 great scientist
Get the tech right away, it can save many turns, especially at the start of the game.
Schools offer more worth, unless you misuse them. Because the knowledge they provide comes from a mix of recent sessions—about eight at most—it's smarter to accumulate them and apply them across several turns if you want progress. Schools are useful here since each one adds ten or twelve over multiple turns, which helps when aiming for advancement. Start forming schools early and keep saving them until you're ready to expand.
Schools perform better. Focus on four before diving into tech. P.S. I enjoy playing on deity.
Spent about 70 hours on Steam, roughly 400 on the cracked version. A cool method: look up counts for city states with workers, declare war, steal a worker, get peace instantly, then free the worker. ;D