View Full Version : Great People improvements still worthless
insaneweasel May 29, 2011, 01:04 AM Okay, so the landmark seems nice, but the other great improvements seem pointless compared to the other abilities.
Great scientist: Maybe an early academy provides greater benefits than a free tech, but after 100 turns (on normal speed), the free tech puts you so far ahead that a mere 6 or so science per turn isn't very good.
Great merchant: I have not seen any reason to use this, as 4 gpt pales in comparison to a huge lump sum and friendship from a city state.
Great Engineer: Early game, wonders seem like a better use. Late game, golden age beats 4 hammers.
Your opinions?
Babri May 29, 2011, 02:04 AM Manufactury has its uses in some situations. I once had a city which lacked hills & forests, surrounded by flood plains & grassland. I had to build a manufactury by the great engineer to make the city able to produce something.
I hope that the GP improvements will get buffed in the next patch.
jagdtigerciv May 29, 2011, 02:24 AM Yeah they're still pretty useless. The Great Artist is one of the few great people I sometimes settle. Not because the so called super tile is amazing, but rather Great Artist abilities are so poor (Culture Bombs have such limited use in limited games) and it really comes down to whether +4 culture is greater than a golden age -- and in Culture games, it sometimes is.
cccv May 29, 2011, 02:24 AM Early manufacturies are great. I went from consistently losing on king to winning on king as easily as I used to win on prince recently, and I only made a single change to my strategy: taking a GE with meritocracy, using it for a manufactury, and using the great production in that city to pump out units fast. Seriously, that one little thing and king is the new prince to me.
Landmarks are important if you want a culture win.
And all of your other critiques assume that the GP is coming later. As you said yourself, an early academy beats 1 free tech. An early custom house beats a lump sum too, imo. I don't think "worthless" is the right word, given that yes, an early academy is objectively better than an early free tech. The only issue is that you won't get a lot of early great people, but depending on your strategy there should be at least once in a game where the improvement will be the better option.
He-Who-Hunts May 29, 2011, 05:40 AM Early manufacturies are great. I went from consistently losing on king to winning on king as easily as I used to win on prince recently, and I only made a single change to my strategy: taking a GE with meritocracy, using it for a manufactury, and using the great production in that city to pump out units fast. Seriously, that one little thing and king is the new prince to me.
Never thought to do this before, although I've been playing on emperor as of late I'm going to give it a try.
Thanks for the tip.
Lyoncet May 29, 2011, 12:52 PM While I can't say that it was the only factor, Meritocracy - GE - settle (especially on hill sheep if you've got it) was one of the things that bumped me from winning 80% of my emperor games to winning 90% of my immortal games. Not just for domination either; there are some games where you'd skip liberty, bulb with a GS, or rush a wonder, but I've found the extra 4 early hammers help me stave off DoWs by getting some extra walls and units, help put me in a more secure position to grab key wonders, and are an enormous boost to early-game economy, which of course snowballs very quickly.
apocalypse105 May 29, 2011, 03:04 PM It is mostly usefull early in the game because you wont gonne get so many great people in the beginning sow it is better to use a effect that will continue until you get a other great person
If you use y our early scientist to get a great accedemy you get your science faster when you got an other great scientist you can get an important technologie because you will probably have enogh science then sow an extra landmark is good
Great enginier is good for cities with no production just use his improvement again this is good in the beginning of the game because later you will have a lot of production mostly
Great merchant well to be honest i just dont use his ability mostly because his effect is better I
jdog5000 May 29, 2011, 08:44 PM Yeah they're still pretty useless. The Great Artist is one of the few great people I sometimes settle. Not because the so called super tile is amazing, but rather Great Artist abilities are so poor (Culture Bombs have such limited use in limited games) and it really comes down to whether +4 culture is greater than a golden age -- and in Culture games, it sometimes is.
Landmarks give 6 culture now, the display is not always right but if you look in the city culture accumulator you'll see.
The Academy is much more powerful than +6 if you're smart and put it in NC city. University also bumps it up to +12.
The only two I've never used are the GM one and the GG citadel. A Golden Age is always better than a Citadel unless you're going to die without it, and that's never happened. And the GM improvement is a joke though IMO.
M_Sparkle May 29, 2011, 09:20 PM Settling a great person gets less powerful as the ages progress and in the long run the math stacks against them eg: great merchant sent to a city state gives 650 + friendship that would have cost you 250 gold thats 225 turns worth of gold if they were settled to get the investment back!
Why not do what they do with city state bonus over the era's and increase the amount the improvement gives you when you enter a new age. I don't wanna get into the exact math but if someone else has a suggestion on exact era buffs let me know.
I mean city state bonus increases in eras, and we no longer have cottage tiles like in Civ 4 so there is a precedence for it.
What does everyone think?
xx
Bezurn May 29, 2011, 10:49 PM A +1 to all GP improvements per era interesting. Personally I'd like to see them add a 2nd stat to each GP improvement to give them more flavor. The +1 per era would only effect the primary stat, doubtful that it'll be implemented though, can always dream.
Engineer - +4 :hammers:, +1 :science:
Merchant - +4 :gold:, +1 :food:
Scientist - +6 :science:, +1 :culture:
Artist - +6 :culture:, +1 :gold:
Randall Turner May 29, 2011, 11:03 PM The thing about settling Great People later in the game is that the more developed cities also usually have higher multipliers.
I'm on turn 900-ish in a Marathon game, it's still worth it to settle an artist at my highest multiplier city for culture. (I'll get something like 30 points for him, after multipliers.)
It's always a tradeoff, though - someone has a Uranium deposit w/i one tile of my border, yep, gonna culture-bomb instead. :)
CYZ May 30, 2011, 01:18 AM Settling a scientist or engineer early on can be a very big booster. The engineer is also great for cities lacking production.
I once did an occ and settled almost all of my great people. Every tile that didn't absolutely suck or had a resource on it got a settled GP. That was extremely powerfull although I missed out on other areas.
ColinTH May 30, 2011, 04:11 AM Why not do what they do with city state bonus over the era's and increase the amount the improvement gives you when you enter a new age. I don't wanna get into the exact math but if someone else has a suggestion on exact era buffs let me know.
I concur, this would have been my suggestion.
Early GP.
Artist - Landmark every time.
Engineer - There is almost always an early Wonder that would help with your game strategy. As mentioned by others, sometimes your land dictates that you should build a manufactory.
Scientist - Long term benefits of acadamy are very good especially OCC. Then again perhaps you want to build the Oracle so a sling shot to Philosophy is very useful.
Great Merchant - Long term benefits of a custom house are very good playing OCC.
Great General - I try and keep one incase I get attacked, or indeed for when I attack. Very useful for a Golden Age when building the Utopia project.
Building to many GP land improvements can stunt your City growth, thus affecting your Science output. I am only playing OCCs at the moment, and am talking from this perspective only.
gozpel May 30, 2011, 04:39 AM If I don't want Steel early or Stonehenge, the beakers from a settled scientist is very good in the long run.
TheMeInTeam May 30, 2011, 06:53 AM Early manufacturies are great. I went from consistently losing on king to winning on king as easily as I used to win on prince recently, and I only made a single change to my strategy: taking a GE with meritocracy, using it for a manufactury, and using the great production in that city to pump out units fast. Seriously, that one little thing and king is the new prince to me.
Landmarks are important if you want a culture win.
And all of your other critiques assume that the GP is coming later. As you said yourself, an early academy beats 1 free tech. An early custom house beats a lump sum too, imo. I don't think "worthless" is the right word, given that yes, an early academy is objectively better than an early free tech. The only issue is that you won't get a lot of early great people, but depending on your strategy there should be at least once in a game where the improvement will be the better option.
Anecdotal evidence isn't particularly worthwhile to analyzing the comparative worthiness of in-game options. Civ generally lets players make all kinds of mistakes (even if that mistake is merely a compensation for a larger one) and still win on the higher levels. For example, I can wipe a whole continent using troops from equal or behind eras on immortal...does that mean that honor is obviously better than other early SP, or that building military on that scale is consistently a good idea?
Even relatively early in the game, an academy struggles to beat a full technology. Part of that stems from getting the beaker returns from the investment sooner, and part of it stems from the sheer #turns it will take the tile improvement to catch up. Don't forget, that it is only the VARIANCE of the worked tile over the next best alternative improvement that can be used on a per turn bases to compare against the lump sum bulb, and even then the total #beakers from the lump sum bulb is higher due to present value considerations.
Settling doesn't compare in the vast majority of cases. Manufactory might be the closest exception since it can't bulb, and wonders may or may not be a draw depending on where you are. Even so, that's an engineer that could have been a scientist and that shouldn't be lost on anyone.
baldfalk May 30, 2011, 09:00 AM GP Improvements honestly need to be reworked to some form of scaling bonus to be honest. I don't know how far out of the current code/how hard to implement something like this would be, but a GP should give e.g. +2 of their type, then a 20% boost of that same type to the entire city, multiplicative, limited to 1 per city, per type.
For example, a Great Merchant Improvement add +2 gold to the tile, then a 20% boost to the entire city (multiplicative over building improvements which are additive vs each other) if that tile is worked. You can only have one Great Merchant 20% boost per city, but you can have a 20% boost to Gold, Science, Production, Culture per city.
bryanw1995 May 30, 2011, 09:14 AM Landmarks give 6 culture now, the display is not always right but if you look in the city culture accumulator you'll see.
The Academy is much more powerful than +6 if you're smart and put it in NC city. University also bumps it up to +12.
The only two I've never used are the GM one and the GG citadel. A Golden Age is always better than a Citadel unless you're going to die without it, and that's never happened. And the GM improvement is a joke though IMO.
I've built citadels a few times on deity games, and they were definitely necessary. I've never settled a GM, but I use the others quite often. Most of the time it's best to take a GE or GS with meritocracy and just use that tile to pump up science/production, though sometimes I'll rush a tech or wonder. I spam landmarks in cultural games, often getting 10+ of them settled. I was up to ~ 400 cpt in my capital in my last game, helping me get my fastest cultural game to date (and that was even with major CS issues b/c I dow'd two of them early for worker steals). BTW, did you know that if you get your CS hate level up and get the permanent war with one or more of them, all "friendly" civs automatically lose influence twice as fast? However, hostile CS's still lose influence at the normal rate. Is this a bug?
cccv May 30, 2011, 01:25 PM Anecdotal evidence isn't particularly worthwhile to analyzing the comparative worthiness of in-game options. Civ generally lets players make all kinds of mistakes (even if that mistake is merely a compensation for a larger one) and still win on the higher levels. For example, I can wipe a whole continent using troops from equal or behind eras on immortal...does that mean that honor is obviously better than other early SP, or that building military on that scale is consistently a good idea?
mhmm, did you notice the part where I said that alone was the difference between losing almost every time on king and winning king no sweat all the time, rather than just saying "yeah, I do this and I win, but I might win just as easily doing anything else"?
bryanw1995 May 30, 2011, 01:52 PM He was simply pointing out that NC-first isn't the only viable or even necessarily the best option. Straight honor/warmonger with possible HE thrown in there is quite often the best approach. All the beefed up NC has done is to give peaceful solutions a chance to be effective as well.
MadDjinn May 30, 2011, 02:10 PM No one says you can't do both ;)
NC start used to plow into Philosophy, spam 200g RAs, hard tech to IW and build/buy barracks/HE.
choose the RA techs that you need for your civ and spam the UUs. (Chivalry/Commerce/Machinery and 80% of the others - Steel with a few looking for gunpowder)
as per OP -
The terrain will dictate choices of the Meritocracy GP.
- all grassland/rivers - either GS for Civil Service or settled GE for actual production or GE complete the Oracle to get a free settler and find better production sites.
-- I'm finding all grass capital locations to be a poor choice these days
- all plains/rivers - GS Civil Service since your capital will be food poor until then.
no river - depends on terrain, but settled GE should only ever be used if the cap can't get decent production. Settling a GS might be 'ok' if you've got enough lux around to spam sales + buy RAs. The settled GS will help with RA blocking and finishing low cost techs to open up better ones that you might not otherwise get open. (depends on science output of the cap)
but in a more general plan... don't settle.
I could see someone taking a GM from Meritocracy if they have met a lot of civs already and can drop it for $$ with a CS near them so that you can spam 200g RAs early. (barb camp realted/stolen worker CS is best if you can then get the rest of the free influence as well to become allies) It's one of the most powerful reasons to do it before anyone hits medieval. (it's like getting a free RA for every 4 RAs which == 1 free tech from a GS)
Pep May 30, 2011, 02:11 PM Settling a great person gets less powerful as the ages progress and in the long run the math stacks against them eg: great merchant sent to a city state gives 650 + friendship that would have cost you 250 gold thats 225 turns worth of gold if they were settled to get the investment back!
Why not do what they do with city state bonus over the era's and increase the amount the improvement gives you when you enter a new age. I don't wanna get into the exact math but if someone else has a suggestion on exact era buffs let me know.
I mean city state bonus increases in eras, and we no longer have cottage tiles like in Civ 4 so there is a precedence for it.
What does everyone think?
xx
I agree with you. For example, I would buff manufactories so that they get +1 hammer with renaissance and another +1 with industrial. With only +4 production as they are now, they provide the same yields in a grassland tile as a fully developed iron mine (with the technology that gives them +1 production) in the same tile.
Also, I think maybe the landmark is a bit overpowered for ancient eras. Perhaps it should start with +4 culture and then be buffed until +6.
cccv May 30, 2011, 03:32 PM He was simply pointing out that NC-first isn't the only viable or even necessarily the best option. Straight honor/warmonger with possible HE thrown in there is quite often the best approach. All the beefed up NC has done is to give peaceful solutions a chance to be effective as well.
I don't believe that's what he was saying. It looks like he was saying that honor is not the best thing to do, so even though it's possible to win that way it doesn't mean it's the best strategy. This analogy was in response to what I said, the difference being is that in his example he's claiming my statement was the same as saying "I /can/ win doing this, therefore it's good," whereas what I actually said was "I can't win if I /don't/ do this," which is a pretty big difference. Maybe I'm misreading something somewhere, but that's what it looks like. Also, he said nothing about the NC, I'm not sure where you saw that.
Anyway, my previous strategy was to go for a GS (or, if the timing was right, GE to hammer out ivory tower so I'd get a GS plus a GS-point building). This did not result in me winning games. Settling the GE does. A single tech just doesn't do as much for me as the ability to produce units quickly enough that it actually even seems worth it to build them (not to mention that city is in a good position to build a wonder too if I feel so inclined). The conquering I can do with that army also contributes to gold and science. Yeah I'm sure it might not be the best choice 100% of the time, but so far I haven't found a better use for the meritocracy GP that will actually allow me to win.
lordsurya08 May 30, 2011, 06:50 PM Don't wait for Firaxis, just buff them yourselves. It's a two-minute-job to go into the XMLs and increase the values as you like. For more details PM me.
I personally buffed academy to +9 science and customs house to +10 gold.
SirSaab May 31, 2011, 06:39 PM I don't believe that's what he was saying. It looks like he was saying that honor is not the best thing to do, so even though it's possible to win that way it doesn't mean it's the best strategy. This analogy was in response to what I said, the difference being is that in his example he's claiming my statement was the same as saying "I /can/ win doing this, therefore it's good," whereas what I actually said was "I can't win if I /don't/ do this," which is a pretty big difference. Maybe I'm misreading something somewhere, but that's what it looks like. Also, he said nothing about the NC, I'm not sure where you saw that.
Anyway, my previous strategy was to go for a GS (or, if the timing was right, GE to hammer out ivory tower so I'd get a GS plus a GS-point building). This did not result in me winning games. Settling the GE does. A single tech just doesn't do as much for me as the ability to produce units quickly enough that it actually even seems worth it to build them (not to mention that city is in a good position to build a wonder too if I feel so inclined). The conquering I can do with that army also contributes to gold and science. Yeah I'm sure it might not be the best choice 100% of the time, but so far I haven't found a better use for the meritocracy GP that will actually allow me to win.
I tried this strategy after reading your post, and have to say, I'm a believer. I've always used my GE's to pop wonders, but I followed the meritocracy path and settled a GE on a flood plain, and man... It's truly a boon to production, and I never even CONSIDERED doing this.
IDK how it would work out, but I'm considering using ALL GE's in this fasion in the future (with exceptions for certain must have wonders like Porcelin Tower or Himjei Castle). I also want to try it with the National College start and see how it works out. Then you get the production AND the research. Yowza...
Phyrio May 31, 2011, 08:20 PM A settled great person is only as good as the difference between its tile and a regular tile. So while the merchant makes a 4 commerce tile its really only 3 commerce (2 post economics) because you could have built a trading post there instead. Also, when I do settle (which is rare) I'm terrified that I'm going to settle on a late game strategic resource and end up destroying my GP =( Which is why I usually either golden age or use the special ability.
Zaimejs May 31, 2011, 08:39 PM They should make the great person improvements much more powerful... especially the merchant. Build some kind of building like a Wal-Mart or something. Stock exchange. Some tourist attraction.
Save_Ferris May 31, 2011, 08:45 PM Special Improvement:
Tourist Trap
+10 Gold
-5 Culture
-5 Happiness
GenjiKhan May 31, 2011, 10:04 PM They should make the great person improvements much more powerful... especially the merchant. Build some kind of building like a Wal-Mart or something. Stock exchange. Some tourist attraction.
Wal Mart found in ancient ages by Marco Polo wouldn't be good. we already have stock exchange for building and tourism have become common only in the last two centurys. but I agree that the bonus of GP Improvements should be better. And I'd like to see a bonus to Citadels too.
CYZ Jun 01, 2011, 05:07 AM I tried this strategy after reading your post, and have to say, I'm a believer. I've always used my GE's to pop wonders, but I followed the meritocracy path and settled a GE on a flood plain, and man... It's truly a boon to production, and I never even CONSIDERED doing this.
IDK how it would work out, but I'm considering using ALL GE's in this fasion in the future (with exceptions for certain must have wonders like Porcelin Tower or Himjei Castle). I also want to try it with the National College start and see how it works out. Then you get the production AND the research. Yowza...
I'd suggest you do this:
Play as babylon if you have the DLC.
Research for Writing and settle the great scientist you get.
Build for National college first. Science is amazing now as your academy gets +50%!
Don't forget to build a monument before the NC, buy it otherwise. Use your policies to go for meritocracy asap. Settle the GE you get.
You will now have an immmense tech lead + you have the production to actually keep up with producing the buildings you're unlocking via tech. This is an amazingly strong OCC strat although it works well in other situations as well.
You will certainly get more scientists and possibly engineers later on. Be wary, after the early game settling great people is not as powerfull anymore. However, a supercity with many settled great people of different types is still very strong but be carefull not to lose too much on food.
I've done this a few times and I have an easy time, even when cranking up difficulty.
Zaimejs Jun 01, 2011, 09:09 AM Wal-mart was tongue in cheek. I think that tourist traps (Disney World) would increase cultural output (sad as that is).
I miss cottages.
Krikkitone Jun 01, 2011, 09:29 AM I definitely think the best suggestion would be era boosts.
Give all of them a +1 per era past Classical (+1 Mideval, +2 Renaissance, etc.)
Artists and Merchants special abilities also need a boost
bcaiko Jun 01, 2011, 12:00 PM I definitely think the best suggestion would be era boosts.
Give all of them a +1 per era past Classical (+1 Mideval, +2 Renaissance, etc.)
Artists and Merchants special abilities also need a boost
Man, you're insane if you think the Merchant's special ability is bad. Take him into a nearby city-state, and he earns you more than 500 gold, AND increases your friendship level with the City-State (worth at least another 250 gold). That's a lot of benefit from just one short trip.
[mod2]"You're insane" isn't the best way of putting things. Please rephrase in future.
Krikkitone Jun 01, 2011, 12:16 PM Man, you're insane if you think the Merchant's special ability is bad. Take him into a nearby city-state, and he earns you more than 500 gold, AND increases your friendship level with the City-State (worth at least another 250 gold). That's a lot of benefit from just one short trip.
Compared to the Scientist?
The fact that outside of culture games, the only Great Persons considered worth going for are Scientists and Engineers is significant.
The Merchant should probably give an Influence similar to ~500-1000 gold equivalent, rather than ~200
MadDjinn Jun 01, 2011, 12:52 PM Compared to the Scientist?
The fact that outside of culture games, the only Great Persons considered worth going for are Scientists and Engineers is significant.
The Merchant should probably give an Influence similar to ~500-1000 gold equivalent, rather than ~200
500 g == 2 techs via RA up to industrial. So, yes worth using that way. And free influence if going patronage/scholasticism can be very useful.
ColinTH Jun 01, 2011, 03:22 PM Also, when I do settle (which is rare) I'm terrified that I'm going to settle on a late game strategic resource and end up destroying my GP
Very frustrating when it happens.
MadDjinn = I could see someone taking a GM from Meritocracy if they have met a lot of civs already and can drop it for $$ with a CS near them so that you can spam 200g RAs early. (barb camp realted/stolen worker CS is best if you can then get the rest of the free influence as well to become allies) It's one of the most powerful reasons to do it before anyone hits medieval. (it's like getting a free RA for every 4 RAs which == 1 free tech from a GS)
So simple and so good (I am simple, so why didn't I think of it)!
_hero_ Jun 01, 2011, 04:19 PM I think they need to just add great person points on top of their current bonuses. I feel like +2 GPP for each turn the tile is worked is fair. That may be a bit IMBa though, especially for Babylon.
Kwik E Mart Jun 01, 2011, 04:23 PM why not just add the settled GP bonus to the base levels of the city instead of bumping up a tile? do away with the "variance" or "delta" argument altogether...something that makes the settled GS even more of a bad idea is that you could lose one or two food depending on where he settles...at one beaker per population point (not including bonuses for NC, Unitversity, etc) you may be getting less for the academy than originally thought...
Krikkitone Jun 01, 2011, 04:33 PM A settled great person is only as good as the difference between its tile and a regular tile. So while the merchant makes a 4 commerce tile its really only 3 commerce (2 post economics) because you could have built a trading post there instead. Also, when I do settle (which is rare) I'm terrified that I'm going to settle on a late game strategic resource and end up destroying my GP =( Which is why I usually either golden age or use the special ability.
Which is why all GP improvements should connect up the resource as well.
and Era boosts would solve the delta problem
Ancient: +1 v. +4 (3)
Classical: +1 v. +5 (4)
Mideval: +1 v. +6 (5)
Renaissance: +2 v. +7 (5)
Industrial: +2 v. +8 (6)
Modern: +2 v. +9 (7)
Future: +2 v. +10 (8)
CYZ Jun 02, 2011, 04:25 AM I think having a GP improvement worked should increase speed of creating new GP with 10 or 15%. This way, their bonus is much nicer for larger cities in later eras, which is really where they suck now.
M_Sparkle Jun 03, 2011, 06:11 PM A settled great person is only as good as the difference between its tile and a regular tile. So while the merchant makes a 4 commerce tile its really only 3 commerce (2 post economics) because you could have built a trading post there instead. Also, when I do settle (which is rare) I'm terrified that I'm going to settle on a late game strategic resource and end up destroying my GP =( Which is why I usually either golden age or use the special ability.
I've done this so many times, on OCC I sometimes end up covering a useless looking tile with one of the great people and 2 techs later its like damn it time to plough up my manufactory lol grrr
Jim Bro Jun 03, 2011, 09:18 PM I always develop wonders with great engineers.
I never build a custom house (or whatever the name is) with a great merchant. as you said, it's better to use them for trade missions with a cs, although i would be in favor of giving even more gold. lack of gold is a main problem in this game at high difficulty.
as for great artists, landmarks are worth building and finally, with great scientists i build academies up until 1700. after that, i discover techs.
i play at standard pace by the way.
Bandobras Took Jun 03, 2011, 10:09 PM With only +4 production as they are now, they provide the same yields in a grassland tile as a fully developed iron mine (with the technology that gives them +1 production) in the same tile.
I'm not sure I'd count that as a valid comparison; the Grassland Manufactory can be up before you even know where Iron is, let alone have the technology to bring it to full production. I may not be remembering correctly, but don't you also need a Forge, meaning the tile isn't actually giving the same yield, since it's effectively costing you -1 gpt?
Of all the settling options, I most like Engineers and Artists. With Scientists, the impact of getting a tech now is often stronger than getting two techs later; with Merchants, I'm likely to get more gold off a golden age in a large empire.
Generating and settling a few Manufactories can get you to the point where you honestly don't need to rush Wonders -- or anything else you decide to build there.
Settled Artists are great for cultural victories, while Culture Bombs are for a more aggressive play style. They're really the only Great Person where the different options are for different things. Scientists will help you research or help you research, Engineers give you hammers or give you hammers, merchants give you gold or give you gold, but Artists give you social policies or the Strategic resource you need to strengthen you and weaken the other guy.
CYZ Jun 04, 2011, 03:24 AM Generating and settling a few Manufactories can get you to the point where you honestly don't need to rush Wonders -- or anything else you decide to build there.
This.
Settle the GE from meritocracy and one or a few more and you can build anything you want for a pretty long time.
In fact, rushing wonders almost seems a waste as I can produce em pretty fast anyway. And saving just a few turns is not my preference when I can build a manufactory in a smaller city that needs to catch up.
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