Alternating GPs - an idea

Detektyw

Chieftain
Joined
Nov 23, 2007
Messages
36
As I've been out of time for last few days, I plan on playing some nice game this weekend and I'd like to try something new. What I've invented is a way to increase the probability of the :gp: you need. In the late part of all my games I'm usually getting either totally random ones with CE or 100% scientists with SE. As I'm just in love with SE, I usually consider this a good thing, but sometimes there's a need for some GP or GE or a Spybomber. The thing is, I read some interesting things about :gp:, and noticed that the only thing that actually affects :gp: generation are the factors that are present on the very turn of birth. Therefore, in a classical SSC you have 2 constant GL scientist (they however become obsolete with scientific method) and the NE (+1 :gp: towards artist). As my thoughts are about post physics environment, there's only the NE.

Now say I'm going for some critical wonder and want an engie (note: you need to have the infrastructure required for the :gp: you want to be built in that city). I assign 3 engies on the turn before the generation, this gives me 3:1 chances of the GE being generated. I've never tried it before, so if someone has some experience with this or similar techniques I'd be grateful to them for sharing it.
 
To be honest I a bit confused here. Are you saying that you run all scientists, then switch to three engineers a few turns before the GP pops to force a GE out? I really don't that swings it one way or another. Moving the cursor over the GP meter gives you the percentage of getting a GP.
 
What I tried to say was that the only thing that matters in terms of :gp: generation is the ratio of :gp: sources. So I can unforce all the scientists and force 3 engineers 1 turn before the generation to yield me 75% of getting a great engineer.
 
What I tried to say was that the only thing that matters in terms of :gp: generation is the ratio of :gp: sources. So I can unforce all the scientists and force 3 engineers 1 turn before the generation to yield me 75% of getting a great engineer.

As I understand the game, that will not work. It's a cumulative thing that refreshes once a GP is born.

SO if you got a GP, ran only scientists to get 91 Gps (100% chance) then ran 3 engineers (3 GP each) the last turn you would have a 9% chance of a GE. Or something close to that.
 
As I understand the game, that will not work. It's a cumulative thing that refreshes once a GP is born.

SO if you got a GP, ran only scientists to get 91 Gps (100% chance) then ran 3 engineers (3 GP each) the last turn you would have a 9% chance of a GE. Or something close to that.

That's the way I've been thinking too, and I'm really surprised if it doesn't work that way. I mean that's almost cheating if you can reassign the specialists at the last turn to get your preferred gp..
 
You're unfortunately right dude, checked out the SDK and it's just like you said. This would have extreme flexibility, but I gotta face the facts :(

Worth bringing up just in case it would work.
 
LOL.

Unless there's been another overhaul, or a bug introduced, invested time counts.

If I run priests for ages, then swap to merchants for the last round cause I'm in debt, I really don't expect any merchants to pop out.
 
I heard it did change in BTS, in that the ratio affects the %, probably in cumulative small increments. Someone should WB and do 3 scientists on even turns and 1 merchant on odd turns and see how it works out.
 
To sum up, it comes down to sources of types, and the number of turns per source-type. Read Kylearan's article on Great People Points. BtS hasn't changed from Vanilla.

But 3.13 changed the mechanics for this :p Now it is points of each type not sources that counts..
 
So a definite sum up, as based on SDK:

There is an amount of GPP added for each type of :gp: at the end of a turn.
Once the city has accumulaterd GPP > NextGreatPersonGPP, chances of each type appearing are accumulatedGPPOfAType/accumulatedTotalGPP, then the :gp: is spawned, and GPPs are reset.

:) ;) :D :p :lol:
 
One thing that has not changed as far as I know is the "flavor reset" for overflow great people points.

If you are very likely going to generate an undesirable Great Person in one city, go ahead and throw in as many garbage GP points as you can on that last turn even if it means starving your city (even if it means starving a lot, in fact). The Great People points that overflow to start the next GP generation do not retain any memory of where they came from. Just remember to turn off all of your Artist specialists and whatever other undesireables you have in that city. You'll still have to generate the rest of the GP points with whatever scientists/engineers/whatever, but at least you have a head start toward the next Great Person and those overflow points are unpolluted, so you'll have a better chance of generating the Great Person you really want.
 
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