pineappledan
Deity
Problem:
The way the Great people are generated means that smaller cities have no way of ever generating a Great person, because the threshold for GPs contantly grows on empire whenever one is born in your major cities. Specialists in these cities never have the GPPs they generate go towards anything, and are totally wasted as a result, this means that specialists in peripheral cities only matter for the yields they give. In the case of Engineers, this means that they are competing directly with mines for value, and function only as limited mines with lower
yields and more food consumption. There's other specialist types like civil servants which have very limited specialist slots outside of a few core cities, so they can't ever contribute to Great Person generation.
The current system also doesn't make use of global GP rate modifiers in a meaningful way. Why have Gardens in non-core cities if they are never going to generate a great person? What is the point of the leaning tower's 10% to global GP rate, or policies with bonus GP rate in all cities if it only meaningfully affects 2-3 cities?
Solution:
Create a global empire pool for great person points in addition to the local per city pool. 1/3 of GPPs generated in a city are added to the global pool while the remaining 2/3 of GPPs stay in the city for each type of great person
Example:
City 1 generates 9
Great Engineer points per turn
Great Engineer points per turn
- GPP points are tallied in order of city ID and will be born in the oldest city in the case of a tie. This proposal doesn't change anything about that.
- Instant GPPs from quest rewards etc. would be added to the local GPP pools unless otherwise specified. This proposal is only concerned with per-turn GPP generation and is not proposing to change any instant GPP sources.
- The UI displaying local and global pools would look something like this:
The way the Great people are generated means that smaller cities have no way of ever generating a Great person, because the threshold for GPs contantly grows on empire whenever one is born in your major cities. Specialists in these cities never have the GPPs they generate go towards anything, and are totally wasted as a result, this means that specialists in peripheral cities only matter for the yields they give. In the case of Engineers, this means that they are competing directly with mines for value, and function only as limited mines with lower

The current system also doesn't make use of global GP rate modifiers in a meaningful way. Why have Gardens in non-core cities if they are never going to generate a great person? What is the point of the leaning tower's 10% to global GP rate, or policies with bonus GP rate in all cities if it only meaningfully affects 2-3 cities?
Solution:
Create a global empire pool for great person points in addition to the local per city pool. 1/3 of GPPs generated in a city are added to the global pool while the remaining 2/3 of GPPs stay in the city for each type of great person
Example:
City 1 generates 9

6
GEP remain in the city

3
GEP go to the global pool
City 2 generates 6 

4
GEP remain in the city

2
GEP go to the global pool
In Total:
City 1 has an effective 11
Great Engineer points (6 local + (3+2) global)

City 2 has an effective 9
Great Engineer points (4 local + (3+2) global)

A new Great Engineer will be born when the combined local and global points add up to the threshold amount in any city, and both that city’s local pool, and the entire global pool, are emptied.
Housecleaning:- GPP points are tallied in order of city ID and will be born in the oldest city in the case of a tie. This proposal doesn't change anything about that.
- Instant GPPs from quest rewards etc. would be added to the local GPP pools unless otherwise specified. This proposal is only concerned with per-turn GPP generation and is not proposing to change any instant GPP sources.
- The UI displaying local and global pools would look something like this:
Last edited: