View Full Version : Great Person City help

Mar 05, 2008, 01:02 PM
Okay, I have read a bunch of stuff on Great Person cities but I don't get it.

They say have lots of food .... so then you put people as specialists?

But you can't have speciailist unless you have buldings that open them up

You can't have buildings with solid production

You can't have solid production if you have too much food

To get solid both you need lots of happy faces to allow the city to be large enough to have them

Am I mixing things up and missing something?

Mar 05, 2008, 01:13 PM
If a city needs a building and it lacks the production, WHIP IT! Or buy them out with Universal Suffrage. By the way, any city needs a little production, you may try building some workshops - as you have plenty of food in other plots - mines, levees. Save the Moai Statues for an island or peninsula city - it does wonders for such places.

Mar 05, 2008, 01:28 PM
When you have lots of food the whip is your best friend. That is how you will make up for not having a lot of hammers.

Mar 05, 2008, 01:47 PM
Usually your neighbours capital makes a very good GP farm. They have both good production and usually multiple food resources. And in some lucky cases, world wonders.

Here is screenshot from my GP farm in my last game:


Incas kindly built the Stonehenge and the Great Lighthouse and then declared war on me even though I already had larger army. After the war city had still 5 forests, which I chopped for the Great Library.

Towards the end game, I didn't need more GPs so I used the city to build troops so thats why all improvements aren't optimal for food.

Mar 05, 2008, 02:22 PM
thanks for the replies, cleared things up for me.

Mar 05, 2008, 02:28 PM
Also remember that you may add how many scientists, merchants, priests and artists you like using Caste System, but engineers still need the proper slots, so you may want to focus on engineer buildings, as forges, factories and industrial park.

Mar 05, 2008, 03:05 PM
I think that's just scientists/merchants/artists for Caste System. I believe priests need their buildings to make them available.

Mar 05, 2008, 03:09 PM
I think that's just scientists/merchants/artists for Caste System. I believe priests need their buildings to make them available.

Yeah, priests, I knew I was misplacing one of them, but I was not sure which.

Mar 05, 2008, 03:29 PM
Caste System really is the key to most of your GPP whoring needs. In a typical game you may have a use for one, maybe two prophets to found shrines, but merchants and scientists are valuable to any strategy... Whereas artists are key to a culture win. With that civic in place you can actually tune a high food city to consistently generate the GP you want. As opposed to using wonderspam in a GP farm where you will usually wind up with quite a mixed bag in terms of what Great People you're getting... This may not be a big deal in the early game, but as the GPs get harder and harder to come by, it can cost you big time if you get the wrong type. This is why usually my capital will provide my first few great people thanks to a wonder or two that I've built there, but I will be busy establishing a food-rich city elsewhere that will be set up to generate GPs with massive amounts of caste-system enabled specialists. The beauty of those core 3 types of specialists and caste system is you can keep adding more specialists as the city grows (and assuming it has enough food) so that as the total GPPoints needed to get the next GP increases, so too does the amount of points you're generating. The capital, meanwhile, will occasionally give you an odd type GP just through rounding issues and whatnot, but late in the game you are probably only really after one type of great person... Be it merchant (ideal in warmonger games to mass upgrade troops), scientist (useful in most games types, absolutely clutch for space victories) or artists (for those culture bombs).

As for prophets well like I said, other than founding a shrine or two you probably don't really need them. They do, however, serve as a nice general purpose unit to settle in a city as they will give it an extra hammer and some gold... Maybe some science if you're under representation. I don't get too upset if I get extra great prophets from my oracle, I just settle them in my production or commerce cities, depending on what needs the boost. The real goal though is lots of settled scientists or lots of merchants to go on trade missions. Engineers can be nice for wonder spamming I guess, but really you don't need to build too many wonders over the course of the game, so I don't worry about them too much, although the one you typically get from the pyramids can be used to slingshot yourself into an oracle slingshot, or saved for the great library. All in all, after the BC years I'd prefer to not be getting engineers though, as cash, science or culture are far more valuable.

Mar 05, 2008, 05:45 PM
I play somewhat a mixed SE/CE games. With financial, non-philosophical leaders, as the Dutch, I always play CE with one or two specialists for a spare Great Engineer. Almost all of the late wonders are very, very useful if you want space race, cultural or domination, as the cultural resource spawning line (Hollywood etc), Three Gorges Dam, Space Elevator, Cristo Redentor, Eiffel Tower, the Pentagon, etc. This not talking about corporations.