View Full Version : Specialists


killmeplease
May 08, 2008, 02:06 AM
Do specialists have any use without Representation and outside of GP farm? :confused:
It seems for me that specialists conception is not well considered, i.e. there could be a GP farm national wonder and Representation could give more GP points, and no specialists with related micromanaging were needed.

ps: sorry for my english i hope you understand my idea

JujuLautre
May 08, 2008, 04:12 AM
Do specialists have any use without Representation and outside of GP farm? :confused:

Definitely; both for their production capability and for the GPP.
If you have no definite GP farm or a/several small one(s), you may perfectly generate GP in various cities.

Also, the so-called Specialist Economy is all about using specialists

Iranon
May 08, 2008, 04:17 AM
Without Representation, it's still useful for an aggressive strategy. Bulb&trade to keep up, bulb a key military tech and go on a bloody rampage (who cares if you diminished tech potential if you can extort techs from cowering AIs before you eventually kill them off?).

Not my favourite style but viable.

killmeplease
May 08, 2008, 04:38 AM
Bulb&trade to keep up, bulb a key military tech and go on a bloody rampage (who cares if you diminished tech potential if you can extort techs from cowering AIs before you eventually kill them off?).


sounds cool, i'll try it :goodjob:
thanks

Mik1984
May 08, 2008, 11:10 AM
They can be also a good measure of population control. You build a library in your capital after grabbing writing and put two scientists to work and they will soon produce a great scientist.

Supr49er
May 08, 2008, 11:33 AM
They can be also a good measure of population control. You build a library in your capital after grabbing writing and put two scientists to work and they will soon produce a great scientist.

Not only that, but you can lower your science slider, and still research techs quickly. :D

Mik1984
May 08, 2008, 01:07 PM
Not only that, but you can lower your science slider, and still research techs quickly. :D

You usually research alphabet after writing unless you happened to found a city next to two gems and have no mining. Having Alphabet late usually costs the entire game. This means you rather squeeze as much as possible out of your :science: slider.

magpie_robert
May 08, 2008, 06:26 PM
They can be also a good measure of population control. You build a library in your capital after grabbing writing and put two scientists to work and they will soon produce a great scientist.

I often do this if I can spare the food in the capital when I'm attempting the CS slingshot. When I get my Great Scientist, I lightbulb Alphabet to trade for the techs I've missed out.

Willem
May 08, 2008, 06:46 PM
...there could be a GP farm national wonder...

There is. It's called the National Epic and increases the production of GP points by 50 or 100%. I can't remember which right now.

Another way that specialists can be useful is in your border cities. Create a couple Artists after you build the Theatre and it will really help push your cultural boundary out.

Priah
May 08, 2008, 06:53 PM
I play hybrid economies, basically, your production cities build a library, a forge, and granary. When you need troops, you run an engineer and run workshops / mines. When you are in a time of peace, you run scientists in those cities and switch to pacifism (how appropriate, could it be, that the game was designed around this concept?!?).