Additional GP Actions Brainstorming

I'd prefer the ways civ5 and colonization did: upon reaching a certain GP, you can choose bonus for your whole civ.
 
I very strongly second this idea. I hadn't even considered tying the two together before, but now that I've seen the proposal made, I can't help but see them as linked. The one issue would be that Quest rewards tend to be a bit weaker than most Great Person actions, and you'd have to work at them to receive them as well. Perhaps this could be adjusted in one of two ways: create quests specific for each Great Person (apart from the usual ones from BtS), or enable Great People to trigger not just one quest but all quests in a specific category that are available at that time.

It depends on the Quest; I got Warships recently as Egypt and the permanent +2 Commerce for harbors was huge given my number of cities with harbors(all of them as inland seas let you build them too), I would definitely have given my GG for that.

But yeah some Quest rewards would need to be adjusted, like those that give an additional specialist. Perhaps Master Blacksmith could give Iron instead of Copper which would make it quite interesting for some civs.
 
I also really like the quest idea, but I also think there should be special quests for GPs. Nothing is more frustrating than ending up with harbor master as Mongolia.

Of course this also means that this will take more time to develop.

I also think that it wouldn't be a bad idea to give buildings to the GPs that lack them right now. But I'm still not sure how this would work with the overlap with national wonders.
 
I also think that it wouldn't be a bad idea to give buildings to the GPs that lack them right now. But I'm still not sure how this would work with the overlap with national wonders.

Have you considered reclassifying some of the GP-related wonders as buildings, rather than 'national wonders'? I recently started playing Caveman2Cosmos, and that mod has quite a few unit-created buildings that aren't classified as wonders and so wouldn't count towards the limit.
 
Interesting idea. More quests would be fun.

Also, perhaps each GP could have a special building only it can build? Right now we have:

Spy- Interpol
Statesman- admin center
General- military academy
Scientist- scientific academy
Prophet - the shrines

So that leaves Engineer, merchant, and artist with no unique buildings currently.

The obvious candidates would be:

Engineer: Ironworks
Merchant: Stock Exchange or Trading Company
Artist: National Gallery or Opera House

I actually think that having great people be able to rush relevant national wonders is a good idea. It gives you an alternate means to get those wonders built but the price you pay to get them is with GPP, not hammers.

Also this might be getting a little off topic but is the humanitarian victory idea still on the agenda? The revamping of great people can easily be tied in with that.
 
Have you considered reclassifying some of the GP-related wonders as buildings, rather than 'national wonders'? I recently started playing Caveman2Cosmos, and that mod has quite a few unit-created buildings that aren't classified as wonders and so wouldn't count towards the limit.
None of the current GP work like national wonders, you can build unlimited academies for instance.

The question is more how additional GP buildings compare to national wonders with similar effects.

The obvious candidates would be:

Engineer: Ironworks
Merchant: Stock Exchange or Trading Company
Artist: National Gallery or Opera House

I actually think that having great people be able to rush relevant national wonders is a good idea. It gives you an alternate means to get those wonders built but the price you pay to get them is with GPP, not hammers.

Also this might be getting a little off topic but is the humanitarian victory idea still on the agenda? The revamping of great people can easily be tied in with that.
Yes, but I have pushed it back quite a bit.
 
I also really like the quest idea, but I also think there should be special quests for GPs. Nothing is more frustrating than ending up with harbor master as Mongolia.

Of course this also means that this will take more time to develop.

Well that would only be a problem if both a) a GP can trigger several different quests and b) the quest is selected randomly are true. If there are multiple we can let the player choose. If there's just one(or one per era) the Mongolia player would just use that GP for something else as before.

Just spitballing here, but I can imagine it as something like this. A GP offers a selection of three quests, each with two or three rewards to choose from; I also like the idea from the base game that the third reward might require special conditions, like possession of a certain wonder or what kind of civics you run.
Taking a Great General as example:

"Your accomplished military advisor Whatshisface has pledged himself to undertake a great endeavour in your name. You task him to:

1) Turn our army into an elite force: build X barracks.
Rewards
- Our warrior culture has become an integral part of society: barracks get +culture
- Our defenses will become impregnable: Drill I for archery units
- Our attack shall crush all enemies: City Raider I for <best current melee unit>​
2) Control the seas: Warships quest
3) Subdue the unruly tribes neighboring on our lands: kill X barbarian/native units
Rewards
- Hold a great triumph to celebrate our victory: +moderate amount of culture in all cities, temporary happiness in all cities
- Use the veterans from this campaign to establish a training facility: military academy in capital(this might need some rethinking, while it would be interesting to be able to earn an academy before the requisite tech it could be rather strong)
- <if not running Egalitarianism> Sell our captives into slavery for profit: gain a large amount of gold, perhaps more if you're running Slavery​
 
I like the idea of offering multiple options, though it might require more work to let it happen. This was cause for greater concern, though:

- Use the veterans from this campaign to establish a training facility: military academy in capital(this might need some rethinking, while it would be interesting to be able to earn an academy before the requisite tech it could be rather strong)[/INDENT]

If the only benefit to the quest is to gain a military academy in the capital, when a Great General could have done that already without the need for the extra effort of a quest, then who would choose to do the quest in the first place? The point of the extra effort is to gain an additional reward, beyond what's already offered.

Great Person quests should be unique to each Great Person, and if they do resemble pre-existing quests, their rewards should be distinctly superior due to the extra effort involved.
 
How about each GP has a special building like GS has an Academy?
 
One thing- If I were to implement the quest function, I would ensure that the player has the option to reclaim the GP if none of the quests satisfy him.
 
I had another idea for a GP action: "Create/Perform a Feat." Just as we're contemplating here the idea of Great Person-based quests, this would be a GP analogue for events. You could make it contingent on reaching a certain tech for any given GP or feat, so they wouldn't become available too early on. Another thought I had would be to offer larger benefits for a limited time (like a pseudo-Golden Age) or minor benefits that would last permanently.

Thus, a Great Scientist feat might be either a permanent +2 :health: in all cities, representing a significant advance in medical knowledge, or a temporary increase of 25% :science: for your civ (perhaps lasting for 10 turns?)

Likewise, a Great Artist feat might involve a permanent +2 to happiness, or a temporary +50% to culture for a similar 10-turn period.

Thoughts?
 
It may be a good idea in the right direction, but it's not balanced at all. If you think about it, a flat +2:health: or +2:) bonus equals a Future Tech, or a very powerful wonder(e.g. Notre Dame).

Great People Points are easy to come by. Compare hiring a scientist specialist(3:science: 3:gp:) with working a grassland hamlet by the river(2:food: 3:commerce:), you'd see GPPs are not in short supply. Later civs enjoy good GPP modifier bases(80-, no love for ancient civs like China:sad:), and each GP is worth ~2000 flat :science: or :gold:, which is already super powerful. It's important to take these factors into consideration when brainstorming for new GP actions.
 
Yes, especially with permanent empire wide effects. If they are too powerful, GPs just become another way for power stacking.
 
Great Artist: Cultural Ambassador. When in a foreign Capital, the GA can be spent to increase the civ's attitude towards you. REQUIRES Patronage

Great Merchant: Trading Deal. Will create 2 trade routes from a foreign capital to yours. Will spread any corporations between the two cities. REQUIRES Currency

Great Scientist: Academic Cooperation. Becomes Specialist in a Foreign City, providing the city with +2 Science and providing you with +X% of that city's science output. REQUIRES Biology

Great General: Brilliant Defense. Consumes the GG, Restoring the Defense of a city and restoring X% of the health of the units (Grants health proportionally, smaller stacks gain more health)

Great Prophet: Call of Pilgrimage. Creates a minor shrine which provides +1 trade route to city and +1 Gold on all trade routes with cities that share a religion. REQUIRES Theocracy
 
I agree, especially the tech aspect and that they require interaction with foreign cities. Some ideas might need tweaking in terms of game mechanics and balance but I like the ideas.
 
Great Engineer: Build Skyscrapers. Constructs Skyscrapers in the city, which reduce unhappiness created by overcrowding, +10% Gold, and (is there tourism mechanic?) REQUIRES: Industrialization.
 
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