Advanced Great People

Speaking of books, there are two things I personally would alter if I had the ability. One is making resources able to provide all kinds of things in themselves instead of merely health and happiness. All the yields, commerces and types of experience could potentially be provided by resources. Also I'd seperate the generation of great artists from the other GP's (and make it dependant on the culture slider, not GP-points), these produce hit movies/great plays/whatever and the like instead of some wonder doing it. These cultural resources will also have a limited time-span, say 100 turns on normal or something before they fade away making it rewarding to continually produce movies for your movietheatres e.t.c.
 
Speaking of books, there are two things I personally would alter if I had the ability. One is making resources able to provide all kinds of things in themselves instead of merely health and happiness. All the yields, commerces and types of experience could potentially be provided by resources. Also I'd seperate the generation of great artists from the other GP's (and make it dependant on the culture slider, not GP-points), these produce hit movies/great plays/whatever and the like instead of some wonder doing it. These cultural resources will also have a limited time-span, say 100 turns on normal or something before they fade away making it rewarding to continually produce movies for your movietheatres e.t.c.

Some good ideas... don't think I'd want the Artist separated out like that but there's certainly some inspiration to be had in your post, particularly in adding missions to the artists to create Hits!
 
Which reminds me Great Generals can currently be produced from both bars, since some buildings give GG points which are added to the Great Person "bar" not the Great General "bar".
 
I have a question. Currently, is there some kind of 'great noble' or what does the GPP from nobles produce?
 
I have a question. Currently, is there some kind of 'great noble' or what does the GPP from nobles produce?

Specialists and buildings can either give points towards a specific Great Person or just generic points. All the points generated in a city go into a single number which when reached will create a Great Person which type of person is based on the cities individual points towards the various types, ie a percentage is rolled against the points that go towards specific GP.

So points from the noble just make you get to the next GP quicker but don't count when choosing which GP is created.
 
So points from the noble just make you get to the next GP quicker but don't count when choosing which GP is created.

So giving the in-city (not settled) slave -1 generic GP point wouldn't work? It would just lower the pool but not change the percentages of the GP to be born, right?
That is, when, of course it is possible to have negative GP points, I was told it could be a problem with the percentages of birth but with the negative generic GP points this could be less of a problem I hope, What do you think DH?

Regarding the books mod I will work on it the next days. My wife has already made some suggestions :)
 
So giving the Slave -1 generic GP point wouldn't work? It would just lower the pool but not change the percentages of the GP to be born, right?
That is, when, of course it is possible to have negative GP points, I was told it could be a problem with the percentages of birth but with the negative generic GP points this could be less of a problem I hope, What do you think DH?
I have not examined the actual code I was just repeating what I was told ages ago but I reckon it wont be a problem as long as the total number of GP being generated by a city does not go below zero.
Regarding the books mod I will work on it the next days. My wife has already made some suggestions :)
Excellent!
 
@DH

If you want add paltyping GP modcomp to C2C remember that heroes have great achivements that works almost the same way. I think great chivements should be removed from herowes because it is very easy to get them all (spoils game balance)
 
@DH

If you want add paltyping GP modcomp to C2C remember that heroes have great achivements that works almost the same way. I think great chivements should be removed from herowes because it is very easy to get them all (spoils game balance)

There is also some similarities with the "military doctrines" in other mods.
 
I came across this thread from a mod far far way and long ago (RoM 2.7) which contains some ideas on Great Literary Works.

It is not too difficult to implement them as pseudo natural wonders, ie only one per nation but not counting towards the limit.
 
I can't make head nor tale of the nifscope stuff needed to add the glow to a unit. I can't even get the screen to look like the examples that walk you through how to do it. :( I'll just make the unit (Great Hunter) bigger for now and perhaps someone else can figure out how to get the glow to work.
 
I can't make head nor tale of the nifscope stuff needed to add the glow to a unit. I can't even get the screen to look like the examples that walk you through how to do it. :( I'll just make the unit (Great Hunter) bigger for now and perhaps someone else can figure out how to get the glow to work.

Are you working with the effects also??
 
I had an idea to toss your guys' way. Looking at the discussion on the Circus Maximus, people have mentioned the desire to spread herds/resources to other cities. What if "Great Farmer" could produce a local source of a grain of choice - as an example. You could have Great Hunter/Rancher (or just the farmer) deliver a herd of choice, and a Great Miner deliver a mineral of choice.
 
I had an idea to toss your guys' way. Looking at the discussion on the Circus Maximus, people have mentioned the desire to spread herds/resources to other cities. What if "Great Farmer" could produce a local source of a grain of choice - as an example. You could have Great Hunter/Rancher (or just the farmer) deliver a herd of choice, and a Great Miner deliver a mineral of choice.

That's exactly what the Great Farmer can do now - you need access to the resource by trade first though for him to be able to 'plant' it.
 
And we've been tossing around the ideas of Prospectors, Foresters and Fishers to go with it but we're not sure about the direction we may want to take things - the Farmer has not been well liked by all and perhaps some better ideas are going to emerge. I like the GF though - just don't like everything about how he's implemented yet.
 
How far are we from getting the iExperience tag on the specialists changed to be a list like we have on the buildings?

This is so that the different great people settled in the city can give differing experience to units GArtists points to the Story Teller Line, GHunters to the hunter and recon lines and GGs to only the combat lines.
 
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