View Full Version : Great people - proper usage (bulb?)


damianhagoort
Jun 30, 2009, 06:34 PM
I have been playing for a month and pretty much nail Noble without many issues. Playing my first Prince atm and am pretty sure I will take out the victory.

Anyway I am always a bit confused as to the best use of my great people. I tend to have one GP city, and don't run the unlimited specialist civic. As such I normally end up with merchants/scientists (2 scientist from library, 2 merchant from market - 2 more merchants once I get grocer). I usually get 2-3 scientists out before my market goes up, then 50/50 with merchants.

Generally this is what I do with each one:
* Great General - Wait till a new military tech then attach it to my newly created strike force. I sometimes build the military academy if my production city is lacking.
* Great Scientist - Make the science building with first one, then settle - in my best commerce/cottage city.
* Great Merchant - Send him to a large/distant city to get the cash, cash is generally used to deficit research.
* Great Artist - No idea what to use it for tbh. I tend to save it till I am having issues with a captured city possibly flipping. Don't get them much anyway.
* Great Spy - I tend to ignore espionage so don't get these much.
* Great Priest - Rarely get one of these, and I normally haven't founded a religion so they are quite useless.

I sometimes also use my artists/scientists for golden ages (try to avoid using merchants as I like the cash). Generally I pop golden age as I get a new military tech, then change to +xp civics and crank out units. I declare war after the golden age is over and I am confident I have enough troops to do the job.

Anyway I feel like I am not using my GP to their potential. In particular I hear alot of people talk about bulbing as part of their core tactics, but I had always thought of this as a waste of a GP.

Basically I'm looking for a rundown on how I could improve my GP usage, any help would be appreciated. If you would like any more information about how I currently use them or any other information you may need to comment please ask.

admtanaka
Jun 30, 2009, 06:42 PM
At higher levels, bulbing becomes more important as you will need to trade for techs to keep up with the AIs. Frequently, using a Great Scientist to bulb Philosophy is a smart move.

On the other hand, if there is nothing to trade your recently-bulbed tech for, you might be better off settling the GS. It really depends on the situation.

Ghpstage
Jun 30, 2009, 09:02 PM
What your doing with them looks alright in most cases. There is no 'proper' use, it all comes down to personaly preference and ingame situation. Heres what I do :p

* Great Spy - I almost always settle the first, I find that espionage points are handy to have, even in modest quantities. If I get more I didn't intend to have later, they will often become Golden Age fodder.
* Great Prophet - If I can get Theology first I will bulb it, the AP is way to strong to allow an AI to waste it :mischief:. If I have a widespread religion (which is rare) I make a shrine. Apart from that I usually settle, 5 :gold: and 2 :hammers: is arguably the best settle yield, especially early on. Settling will be concentrated to my future Wall Street city.
* Great Artist - If I get one of these the first thing I do is cry :lol:. I always use them for Golden Age fodder, a GA for a GA. No other use unless i'm after a culture win (which I never do).
* Great Merchant - Mission gold is handy for defecit research or mass military upgrades (cats and trebs to cannons :mischief:). As I like to run a high :science: slider, I often settle these guys in my chosen Wall Street city, the raw :gold: and half the food needed for another merchant is great. Don't forget about founding Sids Sushi or Cereal Mills.
* Great Scientist - Academy in my chosen Oxford Bureaucracy capital, some settling in Oxford city (more if I get the mids for Representation), lots of bulbing, maybe more academies.
* Great General - A lot of people like Medic 3 super medics on obsolete units (so won't be defender), but I nearly always settle them or build a military academy in the later game. Using them for combat troops is usually a waste. Attaching does however get 20 of the 26XP needed to build West Point, Charismatic leaders only need 20XP so attaching a general allows it right away :D

There are a few reasons I bulb,
1) To get a good trade tech.
-Philosophy, Paper, Education and Liberalism fit this category best. Trades only work if the AI techs fast enough to have something to trade though, not really effective till Emperor.
2) To get a tech that will give me a big advantage fast.
-Optics for caravels if isolated. Theology for Apostolic Palace, and Theocracy. Education for early Oxford. Liberalism (or toward it!) for free tech and 2 good civics.
3) Founding a religion with a tech makes AIs less interested in them.
- Being necessary for Liberalism, Philosophy is chief among these. Bulbing it first buys me time to get Chemistry to allow free Steel from Liberalism :bowdown:

A few general points on GP usage.
-If you have the Pyramids for early Representation, then settling your GPs becomes a lot more attractive, even a settled Great General gives 3 :science: under Representation.
-Bulbing gives a pretty much fixed amount of :science:, its most effective for Medieval and Renaissance techs and you can find the bulbing preferences list here (http://www.civfanatics.com/civ4/strategy/greatpeople_tech.php) . Theres even a built in bulbing aid in the BUG mod (http://forums.civfanatics.com/showthread.php?t=274636).
-Scientists generate a lot more :science: than the others with bulbing, all others are equal. Scientists also bulb a generally better line of techs.
-Later on settling becomes less powerful, and the impact settled GPs have individually becomes smaller.
-Into the Industrial era bulbing really loses its glamour, but with the appearance of corps, (Particularly Mining Inc and Sid's Sushi) and the rapidly imprcreasing value of Golden Ages, Great People can still be very powerful.

robyextreme
Jun 30, 2009, 09:21 PM
Hey I will post this here hope you don't mind OP.

But I don't know how to build GP very well, if not at all. For example; in my science city I would much rather focus on cottage growth then switching people into scientists for GP generation.

Same goes for most things, I also rarely do build wonders which generate GP because I don't play any Industrious civlizations, so only time I do build one is if the situation calls for it and if I have double production from a resource...again hardly ever at all.

My style of play revolves around city growth.. A LOT, and military production. I hardly ever have religion/culture/Wonders or any other wacky strategy's in there. What can I do?

VoiceOfUnreason
Jun 30, 2009, 10:07 PM
It's probably worth reviewing obsolete's walkthrus (http://forums.civfanatics.com/search.php?do=finduser&u=74880&starteronly=1) to get a feel for the kind of impact settling lots of great people can have.

ciel
Jun 30, 2009, 10:43 PM
It's a bit obvious, but no one mentioned it: you might want to save mid-game GP's for corps.

For GS's: When I get these guys from the Great Wall (whether I build or capture it early), I settle the first in the capital, and use second to build Scotland Yard. (The +100% EP bonus affects the settled spy AND the +4 from the palace, so it's the best yield.) Combined with EP's from courthouses, it's enough to steal a slow but steady stream of techs over the course of the game, which can each multiply into several techs through trading. Fun!

mike p
Jun 30, 2009, 10:45 PM
* Great General - Wait till a new military tech then attach it to my newly created strike force. I sometimes build the military academy if my production city is lacking.


Probably a mistake, if you mean adding it to a new unit to get it XPs out of the gate. If you're going to add it to a unit, you should add it to your most experienced older unit. With a GG attached, you get free upgrades (for example, axe to maceman or maceman to Grenadier or Rifleman) and you don't get capped at 10xps when you upgrade.

Mostly though, I tend to make one super medic and then settle the next few so my Heroic Epic city can churn out 10 xp units.

robyextreme
Jun 30, 2009, 11:15 PM
http://forums.civfanatics.com/showthread.php?t=231222

Reading obsoletes thread is a little frighting, it's like his already seen me play!

Grey Fox
Jul 01, 2009, 04:41 AM
I use almost every method of using Great People.
I prefer Acadamy, settling, and Golden Ages.

With Great Generals I sometimes make a super XP city. Sometimes I attach them to many units, less often I build mil.acadamies. Depends on the game and my need (and traits).

Crusher1
Jul 01, 2009, 06:42 AM
If you're going to add it to a unit, you should add it to your most experienced older unit.

I'd rather promote a warrior or another weak unit up the Medic line for healing on the go. Weak units are good because if an enemy attacks you you're strongest units defend - this obviously gives your weak super medic the best chances to live and continue healing everyone.

I use almost every method of using Great People.
I prefer Acadamy, settling, and Golden Ages.

I almost always go Academy, bulb Philo, GA with free artist from Music, bulb Paper, bulb Education, bulb PP, Trade Mission with free GM from Economics, and then it deviates from more academies, settling, and bulbing.

Grey Fox
Jul 01, 2009, 06:45 AM
Don't forget, units with attached great generals get free upgrades!

omnipherous
Jul 01, 2009, 08:29 AM
is there a maximum number of units you can attach a GG to? or could you stick him onto a gimungous stack and get free upgrades galore?

blitzkrieg1980
Jul 01, 2009, 08:44 AM
is there a maximum number of units you can attach a GG to? or could you stick him onto a gimungous stack and get free upgrades galore?

A GG only gives 20XP total. So if you have a stack of 10 units, they will all get 2XP (which isn't much at all). Sort of a waste of a GG IMO. If you're going to attach a GG, I usually go for a Medic III with the +1 movement promotion. This unlocks HE/WestPoint and provides a super healer which will get the stack moving again in 2 turns maximum (inside a captured city). Some people love making combat generals that utilize the Morale (i think) promotion for double XP. I've seen some crazy units with all the promotions and hundreds of XP. Search the forums, there's a thread devoted to those.

If you have an IMP leader, sometimes it's fun to have a Medic 3 and a crazy combat unit in your stack together.

Grey Fox
Jul 01, 2009, 08:47 AM
I either try to give as much exp to my currently existing General units, or I try to get as many units as possible promoted this way (like if I have several units at 3-4 or 8-9 xp) - I've kinda gone away from always making the super medic unit, to trying to get Mounted units with 80% withdrawal and combat VI and leadership (double xp per kill yey). Though I still make a super medic unit if I need it.

blitzkrieg1980
Jul 01, 2009, 09:01 AM
Super medic first in my games. Then settle the next in my future HE (allows me to keep in OrgRel). Then attach the next for uber combat (with an IMP leader)(

civzombie
Jul 01, 2009, 09:08 AM
last game I popped my second great scientist when my economy is in the toliet from rapid expansion (seriously I was losing about 3 gold per turn even at 0% science). Since I was about 13 turns away from currency, or something like that, I burned him on a golden age to "get me over the hump". I got out of the tight squeeze much faster than normal. I was very pleased with the usage.

omnipherous
Jul 01, 2009, 09:16 AM
I was more wondering if it is possible. Say, with GG1 you create a super medic on a defending unit for the stack, then with a subsequent GG you join to the whole stack to make use of free promotions for the city raiders..

For example, I have an abundance of GGs in my current game as I have the Great Wall, and my good neighbour Monty continuously suicides fairly large stacks against a nearby choke-point hill-city of mine, I have a couple super medics already in different stacks (i'm building up while letting monty go nuts and fail again and again, before I invade myself) as well as 4 settled GGs in my main production/HE city...

I have/will have enough of them that I could spare one if it meant a large stack got free upgrades when riflemen come around!

Thanks in advance, awesome forum here..

blitzkrieg1980
Jul 01, 2009, 09:27 AM
last game I popped my second great scientist when my economy is in the toliet from rapid expansion (seriously I was losing about 3 gold per turn even at 0% science). Since I was about 13 turns away from currency, or something like that, I burned him on a golden age to "get me over the hump". I got out of the tight squeeze much faster than normal. I was very pleased with the usage.

eEeK! I would rather lose a few units than burn a GS on a Golden Age! Bulb philosophy and trade for cheap techs + gold to keep afloat after Currency IMO. Then again, it totally depends on situation. But burning a GS on a GA is an absolute last resort for me.

For example, I have an abundance of GGs in my current game as I have the Great Wall, and my good neighbour Monty continuously suicides fairly large stacks against a nearby choke-point hill-city of mine, I have a couple super medics already in different stacks (i'm building up while letting monty go nuts and fail again and again, before I invade myself) as well as 4 settled GGs in my main production/HE city...
Settle those GG! Wow... that's a lot! Honestly, you only need 1 super medic. A Medic 1 unit in other stacks works fine. I would settle the GGs instead of attach them to bunches of units. Why? Because you can achieve tons of promotions right out of the barracks when the unit is built when you settle GGs allowing endless 3-4 promotion units instead of just the group you would attach the GGs to.

omnipherous
Jul 01, 2009, 09:43 AM
I guess so.. I'll just have to get myself away from becoming attached to long-serving units and disband them (unless highly promoted) to pave the way for some out-of-the-shop promoted units..

This is only on Noble by the way, I STILL haven't beaten it! I always end up fairly far ahead in both tech and points, equal in power with the next best, but then they gang up on me.. darn religious groups! I may just have to aim for every holy city in the world and raze it to the ground! that should level the playing field... enough for me to completely wipe everyone out at least ;)

blitzkrieg1980
Jul 01, 2009, 09:46 AM
I guess so.. I'll just have to get myself away from becoming attached to long-serving units and disband them (unless highly promoted) to pave the way for some out-of-the-shop promoted units..

This is only on Noble by the way, I STILL haven't beaten it! I always end up fairly far ahead in both tech and points, equal in power with the next best, but then they gang up on me.. darn religious groups! I may just have to aim for every holy city in the world and raze it to the ground! that should level the playing field... enough for me to completely wipe everyone out at least ;)

Sounds like you need to work on your diplomacy a bit lol. Try bribing aggressive AIs to war with each other throughout the game creating disconnections in their little religious lovefest. And invade earlier.

omnipherous
Jul 01, 2009, 09:53 AM
Yeah, a new game tonight, go down a few different routes than normal.. that's for another thread though, I'll not hi-jack this one :D

One downside of getting the GW, is the large number of early Great Spies, which, not yet knowing how to fully utilise espionage, I find totally useless..

Grey Fox
Jul 01, 2009, 11:50 AM
One downside of getting the GW, is the large number of early Great Spies, which, not yet knowing how to fully utilise espionage, I find totally useless..Seems like it's about time to learn to me ;)

JBossch
Jul 01, 2009, 12:50 PM
I was more wondering if it is possible. Say, with GG1 you create a super medic on a defending unit for the stack, then with a subsequent GG you join to the whole stack to make use of free promotions for the city raiders..

For example, I have an abundance of GGs in my current game as I have the Great Wall, and my good neighbour Monty continuously suicides fairly large stacks against a nearby choke-point hill-city of mine, I have a couple super medics already in different stacks (i'm building up while letting monty go nuts and fail again and again, before I invade myself) as well as 4 settled GGs in my main production/HE city...

I have/will have enough of them that I could spare one if it meant a large stack got free upgrades when riflemen come around!

Thanks in advance, awesome forum here..

Only the one unit the GG is attached to gets the free upgrades. The EXP gets divided amongst the stack but only one gets combined with the GG.

blitzkrieg1980
Jul 01, 2009, 12:58 PM
Only the one unit the GG is attached to gets the free upgrades. The EXP gets divided amongst the stack but only one gets combined with the GG.
Unless you foresee yourself getting like 15 GGs I have no idea why anyone would attach a GG and allow the XP to be divided up.

JBossch
Jul 01, 2009, 01:06 PM
Unless you foresee yourself getting like 15 GGs I have no idea why anyone would attach a GG and allow the XP to be divided up.

Sure. The OP was asking if doing so would allow all those units free upgrades. It does not.

blitzkrieg1980
Jul 01, 2009, 01:10 PM
Gotcha, mang. He was talking about upgrading, not promos.

omnipherous
Jul 02, 2009, 04:18 AM
Only the one unit the GG is attached to gets the free upgrades. The EXP gets divided amongst the stack but only one gets combined with the GG.

Aha, this makes a lot more sense - and also further points to settling the GGs and getting more XP as soon as you build a new unit in a city. Thanks for clearing that up.

As for espionage.. I know how to use it to hinder the AI slightly, but usually can't bring myself to build a spy rather than another military unit, when the effects of poisoning the water supply, for example, seem so short and pointless if the city will soon be burning anyway :lol: I can't seem to steal techs though? :sad:

Now, Great Artists - unless going for a culture victory.. what use are they? Just GA fodder?

AmazonQueen
Jul 02, 2009, 04:24 AM
Aha, this makes a lot more sense - and also further points to settling the GGs and getting more XP as soon as you build a new unit in a city. Thanks for clearing that up.

As for espionage.. I know how to use it to hinder the AI slightly, but usually can't bring myself to build a spy rather than another military unit, when the effects of poisoning the water supply, for example, seem so short and pointless if the city will soon be burning anyway :lol: I can't seem to steal techs though? :sad:

Now, Great Artists - unless going for a culture victory.. what use are they? Just GA fodder?

Theres some techs they can bulb that are useful
The free one from Music usually comes at the right time to bulb most of Divine Right but apart from culture victories I'd never aim to get one

sfnhltb
Jul 02, 2009, 05:17 AM
Generally this is what I do with each one:
* Great General - Wait till a new military tech then attach it to my newly created strike force. I sometimes build the military academy if my production city is lacking,
* Great Scientist - Make the science building with first one, then settle - in my best commerce/cottage city.
* Great Merchant - Send him to a large/distant city to get the cash, cash is generally used to deficit research.
* Great Artist - No idea what to use it for tbh. I tend to save it till I am having issues with a captured city possibly flipping. Don't get them much anyway.
* Great Spy - I tend to ignore espionage so don't get these much.
* Great Priest - Rarely get one of these, and I normally haven't founded a religion so they are quite useless.

GG - if you are going to put it on offensive units, putting it on an old unit with XP is better than waiting for a new unit to put it on most of the time, as it gives you free upgrades and preserves XP over 10, also settling for +2XP is also a good option sometimes - especially in your HE city.
GS - late on more academies in other cities, or bulbing is better than settling of course
GA - I often bulb or golden age with these, culture bomb is occasionally useful
GSpy - Espionage is great on tight games, once you get to higher levels as you can break down city defenses with a revolt, interrupt their strategic resources early in the war deep into their territory, steal technologies, etc.
GP - if no shrines, bulbing mainly, can settle them as well as hammers/gold is a decent combo

Grey Fox
Jul 02, 2009, 05:52 AM
The free one from Music usually comes at the right time to bulb most of Divine Right but apart from culture victories I'd never aim to get oneI think the free one from Music comes at a point where I am about to do a civic switch and I usually have all cities settled that I can (peacefully). So often I save this for a golden age timed with Civic changes and hopefully semi-mature cities (in size).

damianhagoort
Jul 02, 2009, 08:24 PM
Thanks for all the comments.

In summary I think I will now use my GG to settle in my HE city for xp boosts, I've heard the idea of a 'supermedic' floating around. But I tend to have 3 upgrades from my HE city anyway so I can just do a medic that way.
Also I will look more at bulbing as viable if aprropriate. I tend to randomly decide which techs to go for depending on the game situation (beeline liberalism? nah I will just make it up as I go lol) so it may or may not be useful.
I didn't realise I could build multiple say science academies (thought I was limited to one), so i will probably make more of them.

JBossch
Jul 02, 2009, 08:26 PM
Medic 3 is only available if you attach a great general.