No chanceFirst of all, thank you for this lengthy information. It is always nice to see a bit of how the game really works.![]()
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Hammers get multiplied by things like forges, food does not. But I guess that is taken into account when building workers and settlers.
I personally value commerce a bit higher than 1/3 of a hammer, more like 1/2 of a hammer.
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These values must have taken quite some thinking and experimentation.

The valuation function I use tends to be:
f = 1.0, h = 0.60, c = 0.4
(comparison) Emp All Value:
f = 1.0, h = 0.52, c = 0.25
(comparison) Emp none Value:
f = ???, h = 1.0, c = 0.33
My value rates 3c = 2h, or that a Scientist and Engineer specialist are roughly equal. it does depend on context, a "growth enhancing build" (worker, settler, workboat, wonder etc) tends to increase the value of hammers (relative to commerce) by somewhere around +100% (ie 3c = 1h). So the 3c = 2h weighting is for when cities are basically idling.
If I ever get around to writing a new governor it will use the new valuation with more context sensitive weighting
I'm in complete agreement. I've just argued this point long enough that I was too tired to be bothered arguing it yet again... although I do still think that 100% settings should act as tie breakers... especially for cases of 100% science w/ positive income and 100% gold w/ negative income...For me there is no connection at all between the slider and the settings that I want in one specific city. The one is a global thing, the other a local. If I locally have a bigger multiplyer on gold/science (from library/market), then I would rather have a merchant/scientist as it would lead to a bigger total output. If I emphasize commerce, I would like it to value science as much as gold. There's really no difference between the two as one can exchange one for the other by changing the science/tax slider.
The governor doesn't consider specialists in its optimization code for the output of the city until you click the emphasize great person button. The emphasize great person button wouldn't increase the value of specialists in this optimization algorithm. It would just count them as the amount of resources that they provide (scientist = 3 science). Without the button pressed, specialists have a value of 0.
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The logic behind this is that you can now choose in each city whether you want specialist and thus great persons or not. 'Emphasize great person' should in this case be renamed to 'allow specialists'.
I'll consider doing this because I'm not sure if anyone actually uses "Emphasize Great People" since forcing specialists tends to get the desired results.
But it is a radical departure from the familiar behavior of the emphasize buttons so I wouldn't say it's likely...
Also unfortunately for you I personally think great people pollution is a relatively minor problem in the grand scheme of things - a functional largely hands off governor is more important.
Ideally I'd like an "Avoid Specialists" button since cities where you have to take care with pool purity tend to greatly be the exception rather than the norm.