New Greatpeople class

Kao'chai

Newbie in Modding
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May 24, 2007
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Here are some greatpeople class I want to be in future civ or at least for a mod

Great Doctor(available) - Can cause plague , heal the city from the plague : can make missions to improve city health and happiness;Can built Red Cross(building)

Great Diplomat (available)-Improve Relations;Stop war w/ enemy civ

Great Explorer :Can Sacrifice Unit to find the resource(iron,copper,oil,uranium,horse) ; can reveal additional 10+ tiles

Great Sorceror (expires in Scientific Method) - Can bring Disaster to rival city , either : Tidal Wave , Fire ,Typhoon/Cyclone/Hurricane , Earthquake

So guys , what do you think? What else do you want ?
 
I don't like the idea of a Great Doctor causing plague...It would more likely be a Great Scientist (by creating a virus or something) being able to add +:yuck: to enemy cities.
I like the idea of a GP adding +:health: to a city, that would certainly fit a Great Doctor.

What kind of GP would be the one that could permanently add +:) to a city ?
 
You do realize that in order for there to be a Great something, you first need to employ a citizen in that job? What type of citizen would you have explorers and sorcerers.

Meanwhile, Great Diplomat is a great idea but has already been raised.
 
A great doctor is a good idea. A doctor specialist could give +1:health: +2:science: and require a hospital (allows 2) or the red cross (allows 3). A great doctor can 1. Discover cure- +1 pop in all cities. 2. Build the red cross which will be changed from a national wonder to a building that requires a great doctor. 3. Settle in a city for +7:health: and +5:science:. I disagree with explorer, that is represented by a GM. A great sorcerer is something for a fantasy mod. Diplomat is represented by a random event in BtS. I do not like the idea of that as a great person because the only thing that would be sensible for him to do is the relations bonus or forced peace, which could only last 10 turns anyway. No techs to bulb, no buildings, no settling, no golden age.

You do realize that in order for there to be a Great something, you first need to employ a citizen in that job? What type of citizen would you have explorers and sorcerers.

There is no General specialist.
 
That mechanic, would not be difficult to change, perhaps even for the better - something that I wrote over here: So why is Phi/Ind forbidden when...


I'd actually prefer a different GP mechanic. I've seen a few mods that run a "Global Empire GP pool" - that seems a bit excessive to me. Something that did come to mind though was to remove the RandomFactor.
IF You need 1000 PTS for the Next GP, and you have
700 - GProphet
200 - GScientist
100 - GEngineer
You would not get a GP until you had 1000 pts towards the relevant GP.
The system would allow you to "cash in" points towards another GP type at a given exchange rate. In the above case, You could exchange the 200 GScientist points for 100 more GProphet pts, and the 100 GE pts for 75 more GProphet...
Upping your total GProphet pts to 875 :-)

Code:
	    GSpy  GEng  GSci  GMer  GArt  GPro
GSpy	    100%   75%   75%   75%   75%   25%
GEngineer    75%  100%   75%   50%   50%   75%
GScientist   75%   75%  100%   50%   75%   50%
GMerchant    75%   50%   50%  100%   50%   75%
GArtist      75%   50%   75%   50%  100%   50%
GProphet     25%   75%   50%   75%   50%  100%
This could work alongside the current mechanic, by adding a toggle No Random GPs in the city screen.

If you extrapolated the idea further then it would need to replace the mechanic.
Each type of GP would increase in cost depending on how many you've gotten.
The cost of each GP might be (#Of_That_Type) + 1/2 (All_Other_GPs).
So if you've never gotten a Great Artist, but have gotten 5 Great Prophets, the cost for your first Great Artist - would be the equivalent of whatever the cost of the 2nd + 3rd GP is divided by 2. 0 GreatArtists + ( 5 GPs / 2 )

In general, I'd rather have less GP's but more control over what I get.

I believe to add more types of GPs, even the four listed here, then something like what I propose would need to be done - otherwise you needlessly dilute the players ability to get the GP that (s)he wants.
 
That seems like a good idea but it seems like too much micromanaging to me. I usually don't care what kind of GP I get (but engineers are the most useful I think). Giving up points just to get a different kind seems like somewhat of a waste to me, unless I really didn't want that kind. I see how it would help in a culture victory, a lot more GA's. The idea of them counting seperately would be good, I think. More GE's from the 'mids.
 
Yeah reassigning GP points every ~25 turns is a LOT of micromanagement ;-)

How can you possibly see any Micromanagement in that post at all? MM is something you need to do every turn or multiple times per turn, not a single decision to be made once when you've accumulated enough points to get a GP, which can take anywheres from 10-50 or more turns.
 
Lets say that you want a GE and you can't run engineer specialists in a city ( no forge). So you run a few scientists or priests (who have 75% conversion rate). Every few turns you have to go into the city screen and change the scientist/prophet points to GE points. I might have 2 or 3 cities doing that. If for some reason I forget to do it in one of my cities for about 10 turns, I could end up wasting a good amount of GPP on a scientist and/or prophet. If you run a CE or a Hybrid then I guess it might not be as much of a problem.
 
I don't think you got the gist of my post. I hardly want any more MM than there already is in CIV - I think the Dev's could easily make more "game" and perhaps a little more "chance" and less MM - while it still being CIV/Strategy and Fun. I want much more streamlined interfaces and easier access to information. If CIV 5 doesn't improve at least in that regards, and if it adds even MORE MM it will be a complete FAIL in my eyes.

The key to the whole idea of being able to exchange GPP - is the: toggle No Random GP - also, when your City was able to generate a GP (a random one, if Random is selected) - you would get a message notifying you, your City COULD generate a random one (and allow you to roll the dice, so to speak and Generate a random one if you wished). Also You should be able to direct the GPP towards a specific GP without having to exchange the points manually at all. And if you change your mind - at any point before that GP is generated, you could redirect your total to another GP type.

The game would just track how many GPP of a given type you've accumulated, instead of just amassing them into a generic GPP pool that creates random Great People.

So once you direct the Scientist GPP to Engineer, you don't have to keep doing that, until you generate an Engineer it will just accumulate Engineer GPP.
 
Does sacrificing the Great Explorer just show you where those resources are on the map? Or does it create one within range of some/one of your cities?
 
Great Explorers are represented by merchants, who are inclined to explore because 1. They have two move. 2. They can go in other civ's land without open borders. 3. They can conduct trade missions with civs that they find. 4. They can be loaded into caravels, which can also go into rival territory without open borders and are allowed with optics to cross ocean.
 
I don't think any of these great people add anything to the game that would justify the extra complication of their addition. Doctor comes closest but not close enough.
 
If a great doctor specialist were in the game, who would be included? The only people I can think of are Gallen and Ben Carson.

what about Christiaan Barnard, the first successful hart transplant
 
^Okay, so that's three. I just remembered Florence Nightingale, so that's four. The point is, unless they totally genericise great people (which I would not totally oppose), there wouldn't be enough people worthy of the title.
 
Magic never went obsolete, it just never worked.

Don't forget Dr. Dre.
 
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