annoying GPP

daladinn

Prince
Joined
Aug 23, 2006
Messages
435
i am not sure if i have this issue more then others or not , but maybe someone could do a mod to help it out.

today while playing a game i ended up having my favorite city setup (unyeilding order + sacrifice the weak). this gave me a large population fairly quickly (2 corns and a river) and a great amount of headache with great people.

what i was thinking would be a lock button. when locked a city would not add or remove that type of specialist unless it had no other choices. thus if you kept priests unlocked and locked the rest due to religious discipline you would not have to worry about the random engineer or sage popping thier head in.

hope this idea is simple enough to implement
 
Isn't that already implemented? A "forced" specialist has a yellow highlight around it? I'm sure I saw that somewhere.
 
Simple enough to implement. When you have the city set to auto, click the '+' button next to one of the specialists and it will "force" 1 of that specialist. If the city manager has already assigned 1 or more of that specialist and the '+' is not available, you can click the '+' next to one of the other specialists until the one you want has disappeared. Then click the '+' on the specialist you want, and then '-' the other specialist that you don't want.

note to self: should have realized who was writing the original post, that he probably already knew this... ;)
 
You didn't understand his problem. What he is saying, I get a lot too, is that when you leave a city without looking at it and it raises pop, normally the AI will put a citizen on one kind of specialist, that some times is not what you want and can ruin a GGP strategy.
 
Most of the time when I force a specialist, it seems to weight the other specialists to be more likely of that same type.

If that doesn't do it for you, you can set your city to maximize food, production, and trade, then force the specialists you want. When new pop is added, it will tend to put that person to work in the fields, unless you don't have any squares that yield better than an Engineer. True, it might be nice to force *zero* of a particular specialist, but sometimes you just have to check on your cities more often than that. Even with StW + Ag, I doubt cities will be able to sustain a growth rate of more than 1 pop every 5+ turns, at least not for very long... (granted, I haven't experimented with it extensively). In any case, getting a turn or two of Priest or Engineer GPP isn't going to screw up your push for a Bard or whatever by more than a percentage point or two.
 
ok, lets try this again .... silverkiss seemed to understand

let me first state that i am not new to FFH or even vanilla. any city that gets over a size of 20 is gaurenteed to have great people (8 in ring 1 , 12 in ring 2). unyeilding order (law 3 , sorcery) allows for no unhappies in a city (easily gotten if your arcane or the grigori). Sacrifice the Weak means that instead of 2 food for every population point , you only need 1.

you can easily say that your going to have an average minimum of 20 food over all 20 workable tiles. This means that any tiles taht produce above the 1 food average per tile are going to allow you to have great people.

the situation i was in , i had a very good start. 2 corn (7 food each) , incense , reagents (3 food) , and 2 silk. My cross was also cut by a river.

the net result was city growth in 2 turns on average (keep in mind 40% roll over , you could have 60% roll over in this exact sitchuation as calabim). Now because for a while i had forests that were just 2 food 1 hammer , or 1 food 2 hammers , i would get engineers chosen. seeing this trend , i locked in all 3 saying work the tiles first (this is done ALOT as grigori). however later i was using the sage civic and working to great sages. the problem was that EVERY time my city population grew it placed a specialist engineer. then later , rofl , hyborem was in play and my land started converting. now with all my improvements gone , and forests also gone ,i placed more farms then i had before. ALl of this caused the issue to become even more pronounced.

all that i am proposing is a simple lock button that says the AI will NOT be able to place a specialist in that particular option.


hope this clarified,
thanks agian and GL
 
I've been playing vanilla BTS and what you are describing seems to be much less of a problem. The allocation of specialists appears to try to fill specialist slots with specialists of the type that are already allocated.

I realize that this isn't the lock mechanism that you want, it should reduce the frustrations that you are feeling when the transition occurs.
 
In non-FfH, any alert mod (including the HOF mod as a good choice with other benefits) will point out when a city grows, making it a simple matter to go in and check allocations. The reassignment triggered by improvement building and enemy presence is harder to deal with, though. Also, I've read that turning on all 3 emphasis buttons for food, commerce and hammers will make the governor value tile yield more highly and therefore assign fewer specialists (obviously you then need to force the ones you do want) - might help a bit.
 
What Id like would be some option that you can turn on/off in the beginning of the game, and that pops up everytime one of your city get a new population point, "Do you want to examine the city?"
 
*cough* My post prior *cough*
 
Is there a write-up somewhere on how the percentages of the different kinds of great people are determined in FFH?

I usually have little use for Great Bards and would like to avoid them, but it seems that even when I have no Bard specialists (or wonders) I get them anyway. I'd really like to get a handle on this.
 
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