[BNW] Separate Great People Counters

Machiavelli24

Mod creator
Joined
May 9, 2012
Messages
818
Separate Great People Counters (Brave New World)
SGPC_splash.jpg

When you generate a Great Merchant, Scientist or Engineer the costs of the other two Great People do not increase.

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FAQ:
Q: With this mod I generated a Great Merchant and now my Great Engineers/Scientists cost 200. Is something wrong?
A: No. Technically this mod "fakes" having separate counters by giving you free progress to offset the cost of the shared counter. So after generating a Great Merchant you would have 100/200 for your Great Engineers/Scientists.

Q: Are non-English languages supported?
A: This mod contains almost zero text so it should be easy for non-English players to use.

Q: Is this mod compatible with the Titans of Commerce, Science and Industry mod?
A: Yes it is.

Q: Is this mod compatible with mod X?
A: This is not an easy question to answer but the vast majority of the time it will be compatible. If another mod is manipulating Great People generation (to make Great People not share a counter) then it will likely cause problems.

Known Issues:
  • None at this time.

Change log:
Spoiler :

V 3 - 8/25/2014 - Separate Great People Counters - (minor bug fix)
Spoiler :

  • Fixed bug where a city that generates a Great Person would not have its minimum progress for that Great Person set correctly if Great People of other types have been born in the empire.

Older versions:
Spoiler :

V 2 - 8/24/2014 - Separate Great People Counters - (public release)
Spoiler :

  • Public release.


 
Lovely mod, I might actually get to use a non-Venetian Great Merchant this way

Love your mods, keep up the great work!
 
Demondance, what behavior have you seen that makes you say that? Did you generate a (say) Great Scientist and see Engineers and Merchants require 200 progress afterward? That is normal. What you should see after generating your first Great Scientist is that your cities all have Great Engineers and Merchants at 100 out of 200 (assuming they were 0 out of 100 before).

If that is not the behavior you are seeing than could you provide your database.log and lua.log? And were you playing with any other mods?
 
So when a Great Scientist/Merchant/Engineer is born, 100 points are added to the other two?
 
Brilliant idea, absolutely needed.
If I may, I have a question.

If I understood correctly how the lua works,
it allows to link the GP birth to an increment of gp point of other GPs.
So, it should be easy to add GPs created by modders (adding the lines for them in the LUA, of course)...

Am I correct?
 
So when a Great Scientist/Merchant/Engineer is born, 100 points are added to the other two?
Correct. There are a few other aspects to the algorithm but essentially it "fakes" having separate counters by adding progress points to offset the shared counter.

If I understood correctly how the lua works,
it allows to link the GP birth to an increment of gp point of other GPs.
So, it should be easy to add GPs created by modders (adding the lines for them in the LUA, of course)
I haven't looked closely at how the game treats newly added specialist-generated-Great-People so I don't know offhand if they would share the Merchant/Scientist/Engineer counter or if they would have their own counter. Either way they presumably can have progress added or removed from so if they share the counter with Merchants/Scientists/Engineers it would be possible to extend this mod to make it offset their cost for sharing the counter.
 
I just wanted to clear something up.
You generate a Great scientist, increasing the counter for all to 200 and adding 100 to the GE and GM counters. Later, you generate a GM, increasing the cap to 300. Is 100 added to the GM counter afterwards, to represent the fact that its counter is technically at 200?
 
Nonevah, you are correct that that is what should happen. I just released (within the last 30 min) a small update that fixed a bug which caused that not to happen for the city that generated the GM.
 
Finally got around to playing a full game with this, oh man was it fun! Gave me a whole new level of appreciation for Coffee Houses, and made me actually think when assigning citizens/specialists instead of blindly going for science specialists and growth tiles.

Machiavelli, would you ever have any interest in making a modmod that, say, increased the amount of GPP needed for subsequent great people so players don't generate quite as many? I love having everyone on their own counter but the default counter makes it incredibly easy to generate at least 5 of each in a given game. I think I had a puppet city I took in the Renaissance generate 2 merchants and an engineer/scientist before the game ended.

If you wouldn't want to do it, would it be a relatively easy thing for the end user to edit? For example, instead of each subsequent Great Person costing another 100 GPP it could be 150-200 or so.
 
It should be pretty easy to edit the increment (which is 100 for standard speed) that Great People costs increase by. It is controlled by "GreatPeoplePercent" in the game speed table which can be edited by a one line XML mod. However, changing that will impact Great Artists/Writers/Musicians. If you wanted to make only Merchants/Engineers/Scientists increment at 200 it would be possible but would require some lua similar to what this mod uses to provide free progress for Artists/Writers/Musicians to offset their increased cost.
 
Yeah, I was pretty sure you could do that but I wouldn't want to increase the increment for GWAM; I think they're fine as is since you only get 2 specialist slots for each and can only generate so many.

With Scientists/Engineers/Merchants on the default (but separated) increments you can really spam Great People left and right with a wide empire though. I would think increments of 150 (standard speed) would be a pretty good balance. Stinks that it would require a fresh lua routine, though :/
 
Well, I wound up changing GreatPeoplePercent to 150 for standard speed and just multiplied the amount of GPP that guilds and their specialist slots give by 1.5 (so each GWAM specialist is good for 4.5 GPP).

Quick, dirty, and ugly, but it appears to do what I want and everything is working properly. When a great scientist is earned, merchant and engineer progress goes to 150/300 :D I'm a happy civ leader right now.
 
Nice one, like always very usefull.
Maybe i will include it into CCTP, hmm i think i will:goodjob:
 
This is excellent. One question: do cities founded after a great person is generated get the extra GPP?

I would also like to decrease GP generation by a bit to compensate for the separate counters. Say perhaps: -10 gpp from all counters every time a great person is born or minus 2.5% great person generation in all cities every time a great person is born. For those mods to work you would need more specialist slots for great artist/writers/musicians though. These should probably be on ampitheaters, operas and museums to make these buildings better.
 
Founded cities and captured cities will be given free Great Person Progress if Great People have been generated in the empire.
 
The free maya great people after theology are really not free, since the cost escalates for the next great person of the same type. Intentional?

Other then that, great mod!

Best,
 
The Maya calendar Great People have always increased the quantity of progress it takes to generate a great person. What this mod will do is offset the Merchant and Engineer increase when selecting a Scientist.

Does that answer your question?
 
The Maya calendar Great People have always increased the quantity of progress it takes to generate a great person. What this mod will do is offset the Merchant and Engineer increase when selecting a Scientist.

Does that answer your question?

Yes it does, thx
 
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