After building Pre-historic Wonder Apollo (for heal), The city will generate Great Doctor every turn in Golden Age.
I'm not sure whether the wonder apollo causes the problem or not.
UPDATE:
BY USING IGE to remove the National Wonder Apollo, the problem disappeared. So I can be it's the Apollo causing the problem. Or the Doctor Speciallist system?
But other speciallists which can produce Health Great People points doesn't have any problem.
This problem confuses me because each Great Doctor spawns, the points needed for producing the Great Scientist, merchent and Enginner rises. Maybe you can split it up?
UPDATE#2:
I check the XML file in the MOD FOLDER\CCTP\Buildings\CCTP_BuildingNationalWonders.xml .
Find the BUILDING_APOLLO
<SpecialistType>SPECIALIST_DOCTOR</SpecialistType>
<SpecialistCount>1</SpecialistCount>
<GreatPeopleRateChange>1</GreatPeopleRateChange>
.
setting <GreatPeopleRateChange>1</GreatPeopleRateChange>
to
<GreatPeopleRateChange>0</GreatPeopleRateChange>
Then problems solved.
The pedia says the wonder can add science yield to jungle tiles.
But it doesn't work even after I add those codes:
<Row>
<BuildingType>BUILDING_APOLLO</BuildingType>
<TerrainType>TERRAIN_FOREST</TerrainType>
<YieldType>YIELD_SCIENCE</YieldType>
<Yield>1</Yield>
</Row>
<Row>
<BuildingType>BUILDING_APOLLO</BuildingType>
<TerrainType>TERRAIN_JUNGLE</TerrainType>
<YieldType>YIELD_SCIENCE</YieldType>
<Yield>1</Yield>
</Row>
to the file
CCTP_BuildingTerrainYieldChanges.xml
What should I do?
UPDATE#3:
The familiar problem occured after technology Code of Laws is researched.
In the Golden AGE, it will keep spawning Interllecturals everty turn.
Reading the text . Trying to find out what has happened?
Or:
Can you just tell me how can Great Scientist , Engineer and Merchants share a thereshold level. like Artists, musicians and Writers..
Or:
Tell me the way to debug, which can allows me to trace the Great people points of Intellecturals...
UPDATE #4:
It's the Sprache and courthouse's problem.
But how? Courthouse should give the Great Judge point.. Not the intellectural point..
Setting the GreatPeopleRateChange to 0.
It worked...
There must be sth. wrong with the Great People system for the Great doctor and great intellectural...
UPDATE #5:
Barley and Honey (Maybe more other resources) are not revealed after required technology is discovered..
Finding why.
WUT?!!!!Why i need policies to reveal resources...
And what I can't understand is ... why the SQL file of the resources TechReveal value differs from the XML file...
The helps file about new resources and policies need an update.
UPDATE#6:
Policy 263 from Agricultural Revolution is not working. (City Working Distance +1.)
Checking the code.....
By using the code from Pick'nMix Mods.
Solved the problem.
<Defines>
<Replace>
<!-- General work tile maximum distance from city centre (default is 3) -->
<!-- Min value is 2, max value is 5 (these are hard-coded in the DLL) -->
<!-- Traits, techs, policies and buildings can increase this value for specific civs and specific cities -->
<Name>MAXIMUM_WORK_PLOT_DISTANCE</Name>
<Value>4</Value>
</Replace>
<Replace>
<!-- General buy tile maximum distance from city centre (default is 3) -->
<!-- Min value is 2, max value is 5 (these are hard-coded in the DLL) -->
<!-- The buy plot distance for a specific city will never be less than the work plot distance for that city -->
<Name>MAXIMUM_BUY_PLOT_DISTANCE</Name>
<Value>4</Value>
</Replace>
</Defines>
<Policies>
<Update>
<Where Type="POLICY_CCTP263"/>
<Set CityWorkingChange="1"/>
</Update>
</Policies>
UPDATE#7:
NationalWonder Senat causing the same Intelletural spawning problems too..