Giovanni de Medici, Albert Einstein, Alexandre Eiffel -- titans of commerce, science and industry whos actions shaped the history of the world! Can you harness the potential of your greatest citizens to become an empire that can stand the test of time?
Great Merchants: Their Trade Missions provide more influence the later the era you are in. A late game Trade Mission can snipe a critical city-state alliance from a rival, securing Diplomatic Victory or denying it from the rival empire! Custom's Houses also provide an extra Trade Route, enhancing the economic development of your empire.
Great Scientists: Great Scientists now have decreasing returns making it inefficient to generate nothing but Great Scientists. Each time a Great Scientist is born (after the first) the modifier the player gets to "Discover Technology" (aka Bulb a Great Scientist) decreases by 25%. The modifier starts at +50% and has a minimum of -50%. Producing tons of Great Scientists early for Academies makes it less effective to Discover Technology after Labs. But waiting until after Labs to Generate your first Great Scientist means they will Discover Technology very efficiently!
Great Engineers: When born they provide 2 extra citizens to their city. Building a Manufactory will provide +2 Global Happiness, ensuring you are never unhappy with your new citizens. When Hurrying Production Great Engineers now scale better with the population of the city, allowing them to singlehandedly build World Wonders even in the late game.
Guilds: New Merchant's, Scientist's and Engineer's Guilds are available from the start of the game. These Guilds provide a way to generate Great Person points from very early stages of the game. However, dedicating much of your city's population to staffing guilds can potentially delay your growth and expansion.
Palace Yield: The above mentioned Guilds also reward rulers who specialize their cities. When you build a Guild the Gold/Production/Science provided by your Palace goes away. No longer will your Capital city be your best city in every aspect. By building the Guilds in different cities you can focus the cities in your empire to an economy that is greater than the sum of its parts!
Specialists: Adjustments have been made to account for the rarity of the different yields provided by Specialists.
See the discussion thread for more details.
Great Merchants: Their Trade Missions provide more influence the later the era you are in. A late game Trade Mission can snipe a critical city-state alliance from a rival, securing Diplomatic Victory or denying it from the rival empire! Custom's Houses also provide an extra Trade Route, enhancing the economic development of your empire.
Great Scientists: Great Scientists now have decreasing returns making it inefficient to generate nothing but Great Scientists. Each time a Great Scientist is born (after the first) the modifier the player gets to "Discover Technology" (aka Bulb a Great Scientist) decreases by 25%. The modifier starts at +50% and has a minimum of -50%. Producing tons of Great Scientists early for Academies makes it less effective to Discover Technology after Labs. But waiting until after Labs to Generate your first Great Scientist means they will Discover Technology very efficiently!
Great Engineers: When born they provide 2 extra citizens to their city. Building a Manufactory will provide +2 Global Happiness, ensuring you are never unhappy with your new citizens. When Hurrying Production Great Engineers now scale better with the population of the city, allowing them to singlehandedly build World Wonders even in the late game.
Guilds: New Merchant's, Scientist's and Engineer's Guilds are available from the start of the game. These Guilds provide a way to generate Great Person points from very early stages of the game. However, dedicating much of your city's population to staffing guilds can potentially delay your growth and expansion.
Palace Yield: The above mentioned Guilds also reward rulers who specialize their cities. When you build a Guild the Gold/Production/Science provided by your Palace goes away. No longer will your Capital city be your best city in every aspect. By building the Guilds in different cities you can focus the cities in your empire to an economy that is greater than the sum of its parts!
Specialists: Adjustments have been made to account for the rarity of the different yields provided by Specialists.
- Merchants: +3 Gold
- Engineers: +3 Production
- Scientists: +2 Science
See the discussion thread for more details.