Specialists?

The Boz

Nooblet
Joined
Sep 27, 2010
Messages
97
Location
Uncanny Valley
I am having trouble seeing the point of a specialist over a citizen working a tile. How many techs/wonders/policies do you have to own so that specialists become good? Or am I missing something blindingly obvious? Is the Great Person bonus that huge? Should I just build my cities really close together?
 
Great people are really useful, but you don't have to have them, nor do you have to have specialists.
 
But I keep reading things on this forum. Stuff like "The point of the Library is not the bonus but the specialist slots" or "I made a city just to fill it with specialists."
 
But I keep reading things on this forum. Stuff like "The point of the Library is not the bonus but the specialist slots" or "I made a city just to fill it with specialists."

Like he said. Great people are really good. It can totally be worth it to build a city for the specific purpose of making great persons.

I don't know who said the point of the library is the specialists slots though. That person clearly doesn't understand the farm/science economy of this game yet.
 
specialists can be good, But take note that specialists eat up your gold.

What i usually do i manually setup my specialists usually when i play its set to automatic
 
Indeed, go with manual specialists. The AI doesn't really know what it wants on automatic, even with city focus.

Specialists become very good once once you get the social policies where they only consume 1 food (1st tier, Freedom) and where they provide +2 science (1st tier, Rationalism). The Statue of Liberty is also nice since specialists also give +1 production then. With these three changes, specialists are better than working citizens. And Great People Points are also higher from specialists than wonders, unless you're building over a handful of them in a city, but then it's still equal.
 
So -food, +beaker and +hammer makes it OKish? Thanks, I'll try it next game.

You don't need any of those to make specialists good. Read the popup. Each specialist gives +3 great person growth. That means ONE specialist is worth 3 average wonder buildings.

So if you had say 6 science specialists + national epic + opera that would be 27 great person growth per turn or roughly one great scientist (which are amazing) every 20 turns. If you maximize the potential with more +great person growth and the proper wonders you can pop out great persons quite often.
 
That would be great if the only useful great person is the engineer, and occasionally the artist if your looking to drop some culture bombs. Otherwise I find the tile occupancy kind of a bummer, considering you usually want to concentrate the great people in your bigger cities that have the buildings to maximize their effect.
 
Great scientists are absurdly good now for bulbing you into the next era with all the benefits that entails. GEs are still great, merchants certainly have use, and artists and extra generals are perfect for starting golden ages.
 
Great scientists are absurdly good now for bulbing you into the next era with all the benefits that entails. GEs are still great, merchants certainly have use, and artists and extra generals are perfect for starting golden ages.

Just to point it out: By the time you get writing, you might have like 10 science per turn or something. Build a library to increase it to 15, and then assign two scientists to make it 21.

17 turns later, you'll get a great Scientist, who you can rush a renaissance or medieval era tech, getting you into the next era, and letting you get social policies for that era.

34 turns later, you'll get another freebie.

Great Scientists are so good in this game, as to make getting them an obvious priority.

Also, scientist specialists are such a big source of Science early on, that they really push you through the dark ages. Try it out. Do a game where you research writing ASAP, and build a worker at the same time, then build that library right away and assign two specialists to it, watch how fast you tech.
 
scientists are great, but I don't see much point in any of the other specialists.

The great scientist / great engineer combo are awesome for popping a tech and immediately building its wonder. If you're going for a culture victory it's invaluable for ensuring that you get those critical wonders (like the Cristo Redentor for example).

Great Merchants are great if you're relying on City States for your food / culture since you get a free 30 points (I think) if you drop a merchant there (plus you get the free cash).
 
Tried it with five cities, all of them with four Science Specialists. Dropped a Nuke on Paris in 1840 AD without really trying hard to do it. Thanks for all the help, guys!
 
17 turns later, you'll get a great Scientist, who you can rush a renaissance or medieval era tech, getting you into the next era, and letting you get social policies for that era.

34 turns later, you'll get another freebie.
Is it constant quantity of pts u need to produce GP?
 
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