No Petra bonus on flood plains, but you will get it on bonus resource tiles that are just desert tiles. Sheep on desert hills are the most common, in my experience.
No Petra bonus on flood plains, but you will get it on bonus resource tiles that are just desert tiles. Sheep on desert hills are the most common, in my experience.
Early NC, fill specialists and let your cities grow. Also all GS except the first one should by saved for late game bulb.
Oh no, does the science boost provided by a GS scale? I've always used them the round I got them for either Academy or Boost - based on thinking that the boost will now be worth more (I know that the GE hurry boost scales, though mostly based on city size of the city where a project is to be hurried IIRC).
Also came here for a question:
How does "public opinion" work in simple terms / calculations? I had thought it was based on a comparison of Tourism output, but in my game right now I have more than twice the Tourism output of France, yet public opinion for me (Order) is hugely affected by France, and I do not seem to affect theirs at all.
Got 2 unrelated questions:
1. What affects the boosts we get when using GPs single-use abilities and are there ways to affect them? For example, what determines the Culture gained from Political Treatises?
2. Are there ways to affect start biases without using mods? I know Really Advanced Setup can set additional biases and conditions but since I play random leaders, I want civs other than the one I'm using to be affected. I want to set the biases for each Civ just once and it will affect any new game I play. Is there like an XML or some other file that can be edited? If yes what are the limits on biases? Is it possible for example to make a civ start near a river, on a coast, on grasslands with jungles? Also do you think these are possible: Start within a specific distance from a NW (for Spain); Start away from large continents (for Indonesia and Polynesia)?
1. a) writers political treatise = last 8 turns of accumulated culture
b) scientists = last 8 turns of accumulated beakers
c) musicians = 10*current tourism
d) engineers = 300+30*citizens in city
all at standard speed.
EDIT: musician concert strength is fixed to 10*tourism on the turn it was spawned, gifted, or faith-bought, just to clarify. Thx beetle. Music is often most influential at the time it was created.
2. I only know there are start biases coded in the XML for civs, but you can disable them in the game, anything else on top would be modding.
Thanks. I guess that means it's possible to boost it when you know you are about to spawn the GPs. For the biases maybe I'll just set biases for civs that I want an altered start before randomizing.
sorry, perhaps I wasn't clear enough. The only GP whose spawn time is really relevant is the musician, whose strength is fixed to 10*tourism on the turn the musician comes out. All other great people's effects are calculated on the turn when you use them, not when they spawn.
e.g. spawning a scientist in T130 but using it at T208 will give the beakers you generated from T200 to T207 (last 8 turns). So it is worth saving them, despite the unit maintenance.