My least favorite game mechanic in Civ IV was that all of my cities were competing with each other to spawn Great People. Typically I had one Specialist city churning out Great People, and each time one appeared, the cost would go up for all cities, which meant that none of my other cities would ever catch up, which means that there was zero reason to ever care about Great Person Points in any city but that one.
Civ V, unfortunately, took things even further in that direction. Not only are all of my cities "competing" with each other for this same limited resource, but each type of Great Person is competing against the other! (I will acknowledge that one improvement of this system was that it removed the randomness of Civ IV's system, where you might have a 75% chance of spawning a Great Engineer and a 25% of spawning a Great Scientist.)
And then, to make things worse, somewhere around Gods & Kings, they changed the mechanics that give "free" Great People to increment the cost of producing Great People in cities. So I end up in these situations where I'm 80/100 towards producing a Great Engineer. But if I complete the Liberty tree this turn, I'll be only 80/200 towards that Great Engineer. So what have I gained with my "free" Great Person? And if you're playing as the Maya, you basically ignore GPP altogether.
Basically, I think it's bad game design where I feel the need to deliberately sabotage my progress in one area because it will actually set me back in another area simply due to an arbitrary game mechanic. I can accept such things where they add strategic depth and make flavor sense. For example, if you want to make lots of Missionaries, you might want to hold off on discovering a Renaissance-era tech, which increases the cost of Missionaries by 50%, representing my people starting to rely less on faith and more on Enlightenment principles. And it's actually an interesting tradeoff.
But cursing my puppet city for generating Great Merchants faster than my capital can generate Great Engineers... that's just a weird annoying gameplay mechanic. Why should those two things even be connected?
It seems like they realized this was a bad system in Brave New World, and fixed it... partially! Specifically, it seems like the Culture specialists (Artist/Musician/Writer) are each in a separate silo than the other three types. When I generated a Great Writer, it increased the cost of my next Great Writer, but not my next Great Engineer/Scientist/Merchant.
I wish they had gone the rest of the way and split Engineers, Scientists, and Merchants. Not only would it remove the feeling that my specialists are working against each other, it would encourage diversity. For example, even if you were pursuing science, you'd want to get a cheap Great Merchant or two rather than just keep making Great Scientists.
Now I'm just dreaming, but I wish that all your cities contributed to a civilization-wide bucket for each great person type. If I have four cities contributing Great Merchant points, let them work together, and just have the Great Merchant spawn at the city that created the most, or choose randomly (weighted based on how much the city contributed).
There are a lot of ways that they could have gone with this mechanic. I'm disappointed that they didn't come up with anything as of Brave New World's release.
What do other people think about this mechanic?
Civ V, unfortunately, took things even further in that direction. Not only are all of my cities "competing" with each other for this same limited resource, but each type of Great Person is competing against the other! (I will acknowledge that one improvement of this system was that it removed the randomness of Civ IV's system, where you might have a 75% chance of spawning a Great Engineer and a 25% of spawning a Great Scientist.)
And then, to make things worse, somewhere around Gods & Kings, they changed the mechanics that give "free" Great People to increment the cost of producing Great People in cities. So I end up in these situations where I'm 80/100 towards producing a Great Engineer. But if I complete the Liberty tree this turn, I'll be only 80/200 towards that Great Engineer. So what have I gained with my "free" Great Person? And if you're playing as the Maya, you basically ignore GPP altogether.
Basically, I think it's bad game design where I feel the need to deliberately sabotage my progress in one area because it will actually set me back in another area simply due to an arbitrary game mechanic. I can accept such things where they add strategic depth and make flavor sense. For example, if you want to make lots of Missionaries, you might want to hold off on discovering a Renaissance-era tech, which increases the cost of Missionaries by 50%, representing my people starting to rely less on faith and more on Enlightenment principles. And it's actually an interesting tradeoff.
But cursing my puppet city for generating Great Merchants faster than my capital can generate Great Engineers... that's just a weird annoying gameplay mechanic. Why should those two things even be connected?
It seems like they realized this was a bad system in Brave New World, and fixed it... partially! Specifically, it seems like the Culture specialists (Artist/Musician/Writer) are each in a separate silo than the other three types. When I generated a Great Writer, it increased the cost of my next Great Writer, but not my next Great Engineer/Scientist/Merchant.
I wish they had gone the rest of the way and split Engineers, Scientists, and Merchants. Not only would it remove the feeling that my specialists are working against each other, it would encourage diversity. For example, even if you were pursuing science, you'd want to get a cheap Great Merchant or two rather than just keep making Great Scientists.
Now I'm just dreaming, but I wish that all your cities contributed to a civilization-wide bucket for each great person type. If I have four cities contributing Great Merchant points, let them work together, and just have the Great Merchant spawn at the city that created the most, or choose randomly (weighted based on how much the city contributed).
There are a lot of ways that they could have gone with this mechanic. I'm disappointed that they didn't come up with anything as of Brave New World's release.
What do other people think about this mechanic?