Beginner's Guide to Civ 5 Specialists

Bandobras Took

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I wrote this down to get my thoughts organized, then thought I'd post it here. :)

Beginner's Guide to Civ 5 Specialists and Great People

All right. Specialists and Great People were a core element of Civ 4, but they operate somewhat differently Civ 5, from the absence of Priests to the insane abilities of the Great Scientist. This guide will cover the basics of each type of specialist and what they actually do for you, at least until the next patch. :)

Specialist Basics:

To run a specialist, you need two things:
1) A building which enables a specialist slot; and
2) Enough food to feed the specialist.

Fortunately, Civ 5 gives us two early buildings with +2 food: enough to feed a specialist!

These are the Granary and the Waterwheel. These buildings can be seen as a growth helper, but it can be useful to look on them as specialist enablers -- building one allows you to assign a specialist without the city growing any more slowly than it would without assigning the specialist.

Of the two buildings, the Granary is the better deal, especially with the patch now given bonus food for wheat, bananas, and/or Deer, while a Waterwheel is something you might put in a dedicated GP farm, where you'll assign multiple specialists. Since you need to be by a river for both the Waterwheel and the Gardens (which gives a Great Person increase), this is a natural fit.

Later in the game, the Hospital gives +5 food, and later in the game is when you'll begin unlocking multiple specialist slots of a single type, so this building is a welcome late-game addition.

Specialists put Great Person points towards a great person of their type. Whenever that type's bar touches full, you get a person of that type, that bar is reset to zero, and the amount needed to fill all bars increases. This happily does away with 4 Great Artists spawning off their 1% chance à la Civ 4.

There are some social policies and wonders meant for specialists in the game, as well as one building:

Wonders
Statue of Liberty -- Replacable Parts -- +1 Production/Specialist
Hagia Sophia -- Theology -- +33% Great Person generation in all cities
National Epic -- Philosophy -- Requires Monuments in all cities (which you were probably going to get anyway) +25% Great Person generation in that city

Social Policies
Secularism -- Rationalism -- +2 Science to each specialist
Freedom -- Freedom -- Specialists are 1/2 as unhappy
Civil Society -- Freedom -- Specialists only consume 1 food
Democracy -- Freedom -- Great Person Growth increased by 50%
Meritocracy -- Liberty -- Free Great Person of your choice!

Building
Garden -- Theology -- +25% Great Person generation rate

Each Great Person has a special ability and also a terrain improvement they can be used for. All great people can start golden ages, amplifying production and gold income.

Different Specialists are used for different reasons and in different circumstances as follows:

Scientist:

Enabling Buildings:
University -- Education -- 2
Public School -- Scientific Theory -- 1
Research Lab -- Plastics -- 2

Scientists give +3 Research. Since base research is equal to population, Scientists are worth 3 population points in this regard -- without costing you the unhappiness of 3 population. Run scientists if you want to blow through the tech tree like nobody's business. This ability opens up mid-game with Universities.

Great Scientist:
Special Ability: Great Scientists can automatically discover a tech that is available to research. Research cost is irrelevant. Patching has made Great Scientists rarer; they're now available starting early-mid game, toning down some of the utility of the tech bulb. Nevertheless, always take this option with a Great Scientist; it simply surpasses the others.
Terrain Improvement: +6 research to the tile. The only time it's likely to be worth it to do this is if you have an extremely early Great Scientist (Meritocracy) and are planting them down in your National College city. Otherwise, researching a tech is going to yield more overall beakers, especially in the late game.

Artist:

Enabling Buildings:
Temple -- Philosophy -- 1
Museum -- Archaeology -- 2
Opera House -- Acoustics -- 1

Artists are almost the complete opposite of Scientists. They give +3 culture (HUGELY boosted by the current patch), which is used for expanding workable tiles and gaining social policies. Thus, artists find their best use in a loosely packed empire intending to grow each city to a large size, while Scientists find their best value in small, tightly packed cities. Unlike Science buildings, most culture buildings provide a flat culture rate rather than a percentage increase. Artists give you culture without the corresponding maintenance cost that culture buildings entail.

Great Artist:
Special Ability: Great Artists can perform a culture bomb -- if standing on a tile you own (or a neutral adjacent tile, according to posters below), they can convert every single tile around them to your side, unless the tile in question is an opposing city. This is the only way in the game to take a tile that another Civilization has claimed without war (though you'll take a diplo hit). The best targets for this are city-states, because they won't declare war on you (just get angry) and you won't have to keep shelling out gold to get their luxury resources, but if you want to seize control of a tile from a rival and aren't ready for a war, don't forget this option. There is a 10-turn minimum between Culture Bomb activation.
Terrain Improvement: +6 culture to the tile. This can actually be a worthy tile improvement if you're focusing on culture generation. This is the equivalent of 2 artists for less food investment, and the equivalent of three monuments without the maintenance or increased number of cities. It would be extremely good if there were more culture multipliers, but only the Hermitage and the Broadcast Tower multiply culture rather than providing base culture.

Merchant:

Enabling Buildings:
Market -- Currency -- 1
Bank -- Banking -- 1
Stock Exchange -- Electricity -- 2

Merchants saw a large boost in the last patch. The still generate 2 gold -- but that is no longer as much as a Trade Post, it's twice what a Trade Post (non-riverside) can bring in. Until you reach Economics, running a Merchant instead of working a Trading Post makes sense now.

Great Merchant:
Special Ability: Trade Missions provide a tidy bundle of gold and improved relations with the City-State the Great Merchant has visited. This suggests some synergy with Patronage if going that route.
Terrain Improvement: Customs House; this is essentially two Trade Posts on one tile. +4 gold. Since gold-enhancing buildings are all multipliers, this can actually be a good improvement -- if you will get more gold by working the Trade Post than you would have gotten from a Trade Mission. Both of these are much stronger now that the Trade Post tile improvement has been toned down, especially early on.

Engineer:
Enabling Buildings:
Workshop -- Metal Casting -- 1
Windmill -- Economics -- 1
Factory -- Steam Power -- 2

Engineers generate 2 Hammers, which is okay given that the patch has added more production in many tiles. Engineers are the rarest type of specialist in the game (in that their main enabling building, the Factory, requires a strategic resource to build), but the hammers can be run through some good multipliers.

Great Engineers:
Special Ability: Rush a Wonder. If you really need a wonder quickly, this will aid you, but otherwise, I'd actually give it a miss. It's a temporary production spike, but turn-to-turn production is far more versatile, which leads us to:
Terrain Improvement: +4 Hammers. Assuming a Grassland tile, that's 4 base hammers that feed themselves, which is overall the best production tile in the game. A Riverside Grassland gets even better with a Hydro Plant. If you're planning a super-production city, look to generate Great Engineers and plop them down as tile improvements. Even though production can be a bit more abundant with the new patch, several late-game buildings have actually had their costs increased, which means you'll want to make sure you've still got a production powerhouse at the end of the game.
As with Scientists and Merchants, though, the later in the game, the more likely the insta-build/tech/gold is to be the right choice, as you don't see as much return on the tile improvement investment.

Overall, with the new patch, specialists are evening out, though Great Scientists still win an award as the strongest Great Person type. You can even reasonably set up a GP Farm with the bonus food to the Granary. Specialize away!
 
You can at this stage of patching als
There are some social policies and wonders meant for specialists in the game, as well as one building:

Wonders
Statue of Liberty -- Replacable Parts -- +1 Production/Specialist
Hagia Sophia -- Theology -- +33% Great Person generation in all cities
National Epic -- Philosophy -- Requires Monuments in all cities (which you were probably going to get anyway) +25% Great Person generation in that city

Social Policies
Secularism -- Rationalism -- +2 Science to each specialist
Freedom -- Freedom -- Specialists are 1/2 as unhappy
Civil Society -- Specialists only consume 1 food
Democracy -- Great Person Growth increased by 50%

Building
Garden -- Theology -- +25% Great Person generation rate
Which one of these do you consider useful and which ones are not?

Great Engineers:
Special Ability: Rush a Wonder. If you really need a wonder quickly, this will aid you, but otherwise, I'd actually give it a miss. It's a temporary production spike, but turn-to-turn production is far more versatile, which leads us to:
Terrain Improvement: +3 Hammers. Assuming a Grassland tile, that's 3 base hammers that feed themselves, which is overall the best production tile in the game. A Riverside Grassland gets even better with a Hydro Plant. If you're planning a super-production city, look to generate Great Engineers and plop them down as tile improvements. In a game where people complain that building things takes too long, the value of a high-production food-neutral tile cannot be overstated.
+3 hammers doesn't seem that great to me. You have to remember that a lumber mill can give you +2 and a mine +1. So compared to a lumber mill it will only really give you 1 more hammer. It will in reality give a bit more utility since you can use it on tiles without forest, but you still have to consider the loss of another tile improvement.

It can be quite a gamble on deity to build a wonder. I would actually say that it's usually not worth the chance unless you have a great engineer or if you have beelined to the tech. This makes them very valuable since it's the only way to reliably catch a wonder you really need.

What about Golden Ages? I don't think you mentioned them at all. I usually use my great artists and great generals for golden ages. Great merchants are a bit more situational. While I (almost) always use great scientists for free tech and great engineer for building.
 
Which one of these do you consider useful and which ones are not?

All of them are useful depending on the strategy. But this is a Beginner's Guide, not an intermediate guide, which would be recognizing which strategies work with which policies/wonders.


+3 hammers doesn't seem that great to me. You have to remember that a lumber mill can give you +2 and a mine +1. So compared to a lumber mill it will only really give you 1 more hammer. It will in reality give a bit more utility since you can use it on tiles without forest, but you still have to consider the loss of another tile improvement.

The question is not about the amount of hammers. It's about being able to feed those hammers. A mine gives 3 hammers, but requires a grassland farm to support working it. You're averaging 1.5 hammers/tile. A Plains Farm+Lumbermill is food-neutral, and with Steam Power averages 2 hammers/tile. A Grassland Manufactory is food-neutral, and averages 3 hammers/tile.

It can be quite a gamble on deity to build a wonder. I would actually say that it's usually not worth the chance unless you have a great engineer or if you have beelined to the tech. This makes them very valuable since it's the only way to reliably catch a wonder you really need.

Offhand, a Beginner's Guide is not about gimping yourself by playing on Deity. ;)

What about Golden Ages? I don't think you mentioned them at all. I usually use my great artists and great generals for golden ages. Great merchants are a bit more situational. While I (almost) always use great scientists for free tech and great engineer for building.

All great people can start golden ages.

I did mention them.

I disagree, though. Usually City-States have territory I want. With Great Artists, I can take the territory while keeping the City-State intact in case I want their other benefits. Great Merchants, I'm more likely to burn on a Golden Age because a Golden Age gives you increased Gold Income, anyway.
 
I'm more likely to burn on a Golden Age because a Golden Age gives you increased Gold Income, anyway.
I use most--well, many--of my GP on Golden Ages (all but one GG, otherwise almost all my GP are Great Scientists anyway). I want the GA not so much for gold as for hammers, which are in shorter supply. My research pace is such that the GS may only gain me 4 or 5 turns, however there are some slingshots that demand the help of a GS or two. OTOH if I get a GE I'm almost certain to use it to grab a Wonder. That's something of a holdover from earlier Civ games where Wonders were more powerful and more critical.
 
The question is not about the amount of hammers. It's about being able to feed those hammers.

To quote Bibor:

99% of arguments on this forum are "BUT MARITIME !!!1ONELEVEN".

This falls in the 99%. You should almost never have to worry about your ability to feed your Hammers or Specialists. The only real question is whether or not you can produce Happiness faster than you produce more citizens.
 
As I mentioned in the original article, I wrote it on the assumption that Maritimes are going to be hit with a nerf stick. And even if they aren't, the Manufactory still comes out ahead food-wise, enabling you to run another specialist or work another tile.
 
A lumbermill tile is 1/3. Two lumbermills need 1 4/0 farm to support them. This totals to an average 2/2 tile.

The great engineer gives +1 hammer. It seems that unless there are extraordinary circumstances, you're best off rushing a wonder and getting 500 hammers immediately than getting 1 hammer per turn for the rest of the game.

If you don't have forests, the math changes slightly, as 0/3 mines are a lot weaker than 2/3 manufactories. But if you only need one production city, it shouldn't be that hard.
 
With the caveat that Lumbermills reach 1/3 at Steam Power, I agree that they're good. I'll also mention that the 2 Lumbermills/1 Farm scenario is costing you 3 unhappiness, though. It's close, but unless you desperately need a wonder and are afraid of not getting it, I'd say pick the capacity to direct hammers where you choose.
 
You know, I'm glad to see this thread. I grossly underuse specialists, often accepting whatever the governor sends to buildings unless I go in to manually remove them from the governor's preferences and putting them to work in the mines or fields, usually to boost production. Lately this has been mostly in the context of ICS variants.
 
Offhand, a Beginner's Guide is not about gimping yourself by playing on Deity. ;)
I just don't like giving tips that only works for lower difficulties because it gives players bad habits, just like kicking a football (soccer ball) with your toes works fine in primary school it's not really a good lesson. I'm not saying that everyone should play on Deity, but if they play on a difficulty where they are being challenged they will from time to time be beaten to a wonder. Securing that wonder, getting it earlier and saving the hammers can in my opinion be very worthwhile and shouldn't be dismissed easily.
Great Engineers:
Special Ability: Rush a Wonder. If you really need a wonder quickly, this will aid you, but otherwise, I'd actually give it a miss. It's a temporary production spike, but turn-to-turn production is far more versatile, which leads us to:
Terrain Improvement: +3 Hammers. Assuming a Grassland tile, that's 3 base hammers that feed themselves, which is overall the best production tile in the game. A Riverside Grassland gets even better with a Hydro Plant. If you're planning a super-production city, look to generate Great Engineers and plop them down as tile improvements. In a game where people complain that building things takes too long, the value of a high-production food-neutral tile cannot be overstated.
I guess this is the only point I strongly disagree with. I don't see the point of high production food neutral tiles. As an example I would rather have one (food/production) 4/0 and one 0/4 tile than two 2/2 tiles. The reason is easy. When working both tiles they are equal, but the first option gives me much more flexibility because I can make my city produce more hammers or food depending on what I need. The only exception is during golden ages where it is beneficial to have as many production tiles as possible, but to cover that I will say that 3/1 + 1/3 is better than 2x 2/2.
I did mention them.
What I meant was that you could say a little more than that all great people can start golden ages :p I might not even know what a golden age is, and at least not know if they are worth having.
 
I appreciate that your trying to base this on strategies that don't require maritime food, but it does seems premature to just assume that they'll get nerfed soon (2k has said nothing about this at all) and ignore them completely. Right now they're by far the best way to get food for specialists.

Also, I know you're trying to examine the possible uses for all specialists, but it's really hard to find ways to use anything except scientists right now. Engineers might be good, but by the time you've got one (the first building with an engineer slot is the workshop, and that's just 1 slot) all the wonders cost more than what the engineer can give. The engineer special building really isn't worth it, since it's only marginally better than what you can get by working a normal tile improvement instead.

Great merchants actually have anti-synergy with Patronage, because if you're using that you'll probably never have trouble getting enough gold for city-state allies. And merchants really are pathetic, being no better than a trading post, unless maybe you're using secularism.

Artists are the worst. +1 culture? Really? If you're using a farm to support an artist, you could work two trading posts instead, generate +4 gold, and buy a culture building somewhere. Or work a mine and build it the normal way.
 
I agree in the main with most of that -- except that culture buildings require maintenance. +1 Culture is significant when the best normal culture building gives you +5, and to do it without increasing your number of cities (harder to get social policies) or the maintenance on existing cities (the next cultural building after temples is 3 Maintenance, I think) is okay. It's not sucky like merchants, at least. :)
 
I just don't like giving tips that only works for lower difficulties because it gives players bad habits.

Of course, playing on high difficulties gives you bad habits, too. In Civ 5, you just can't do Research Agreements consistently with the AI unless the AI has enough money.

I guess this is the only point I strongly disagree with. I don't see the point of high production food neutral tiles. As an example I would rather have one (food/production) 4/0 and one 0/4 tile than two 2/2 tiles. The reason is easy. When working both tiles they are equal, but the first option gives me much more flexibility because I can make my city produce more hammers or food depending on what I need. The only exception is during golden ages where it is beneficial to have as many production tiles as possible, but to cover that I will say that 3/1 + 1/3 is better than 2x 2/2.

But 3/1 and 1/3 isn't as good as 2/3 and 2/3.

What I meant was that you could say a little more than that all great people can start golden ages :p I might not even know what a golden age is, and at least not know if they are worth having.

I may write a beginner's guide to golden ages at some point. :)
 
I just played a game using a mild ics I still build a core group of big citys but built some for just science purpose kept the pop low and ran scientist in librarys and universitys if I could and I have to say these guys rock you can slingshot or hold them for big techs at the end of the game I had about 10 of these small citys and they were poping great scientist left and right.
 
Great Artist:
Special Ability: Great Artists can perform a culture bomb -- if standing on a tile you own, they can convert every single tile around them to your side, unless the tile in question is an opposing city.

Correct me if I'm wrong, but I think you just need to stand on a tile adjacent to your empire. So you can stand outside of your borders and still fire the bomb. Or am I making things up from memory?

On the great engineers, I usually spend them on wonders. But if I have one in excess, I like to put a factory on a (riverside) hill tile. So assuming the city has a riverside grassland too, I would get:
grass -> 4f / 0p / 1g
hill -> 0f / 5p / 1g

If you put the factory on the grassland, you get
grass -> 2f / 3p / 1g
hill -> 0f / 3p / 1g

So essentially its 2f traded for 1p, but then you could use those 2f to work another engineer specialist (or two specialists with that freedom SP!) :) In golden ages your solution is better tho, with 8p vs. 6p...I think I'll use that in my next games!
 
AFAIK, it's impossible to culture bomb if the Great Artist is not within your territory.
 
That would explain it -- Neutral territory grows rarer as the game progresses. :)
 
I'm wondering about the usefulness of the Cultural Bomb. It may be useful against indipendent cities, but I don't understand how to employ the GA in a war against a Civ. I am sure there is a way, though.
And usually, if your borders are so close to the city's one, it's easier to annex it than to use the CB.
 
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