Explanation of civil engineers, cops, etc..

jb1964

Hunter of Fish
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Dork Chester, Ohio
I have not been able to find a good explanation of the benefits of the new types of specialists. ( Civil engineering, cop, etc.)

Is there a page out there that spells out the benefits of all the new specialists?
 
The policeman will reduce corruption and waste. The civil engineer produces 2 shields (shields immune to corruption) regardless where the city is. This is nice for outlying cities, irrigate every tile (that can be irrigated) and turn citizens into "cops" or CEs until you have zero growth (I prefer size 6-12).
 
When I elect the policeman I see how it affect corruption but removing a red sheild and giving you a blue one, most of the time. For civil engineers it's different. Two shields are noted below the civil engineer but I don't see any effect on any other screen.
 
jb1964 said:
For civil engineers it's different. Two shields are noted below the civil engineer but I don't see any effect on any other screen.

You can´t see the effect on the red-blue shields. Try building a temple (e.g.) and add the CE - then you will see the effect BMO reduction in turns to complete it. :)
 
Ah, thanks. I have a game going now some some corrupt cities on nice grassland w/ a water source so I'll give this a look.
 
This is a nice strategy for border expansion in outlying cities. Religious: temple. Add CE, wait one turn, disband obsolete unit in city and buy the remaining shields. You have border expansion in 5 turns. Scientific: library. Add CE... etc.
 
Cop makes one corrupt shield and on corrupt coin useful. CE and better for buildings and cops are better for units. Cops also increase income. In short, if you have corrupt shields and coins, and cop is half a CE and half a taxman. If you have no corrupt shields or coins, then you do not get the full benefit from a cop as well. This is all for C3C (cannot remember if cops and CE are in PTW)
 
Remember that the extra coins/shields produced by policemen is further increased by marketplaces, libraries, factories etc. which means that a policeman can be worth much more than a taxman or a Civil Engineer.

Theoden
 
True, because there's no additive effect on the CE sheilds and the taxdude is one dimensional. Now that I'm getting my head wrapped around this it's going to make MM'ing cities a mind-numbing exercise.
 
And also note that if your city is suffering from extreme corruption then the police will have no noticable effect (i've turned my entire population into police before and still can't reduce the corruption).
 
I believe CE have to no effect for wonders either, but I may be wrong. Communism, plus Policemen, make a great combo for spraling empires, especially if you go militaristic Maya.
 
Yes, CE works for wonders. I investigated that for "Cure for Cancer" last weekend. 2 shields not much for a city producing 120+ shields, but I was able to complete the wonder 1 turn earlier by adding CE. Important for my 20k victory.
 
As you learned, that 2 SPT can make the difference between getting the wonder and not getting it.

One thing should be noted: When starving a city and using CEs to get some extra production out of it, it doesn't work. First the city starves. The govenor sees this (yes, regardless of whether or not the govenor is managing the city) and redistributes the workers so that the city won't starve. Then the shield production is added to the production box. If your city is high corruption, then you won't get as many shields as you anticipated getting.
 
The Five Specialist (yes, five!):

1. Taxmen: benefit = 2 gold, not subject to corruption, useful in corrupt cities when you're not researching

2. Scientist: benefit = 3 science, not subject to corruption, useful in corrupt cities when you're researching

3. Engineer: benefit = 2 shield to building improvements and wonders, not subject to corruption, useful in corrupt cities and cities without factories

4. Policemen: benefit = recovers 1 shield + 1 commerce from corruption, the recovered shield and commerce is then subject to multiplication from improvement. The exact benefit from policemen depend on the number of improvement in the city. The policemen is useful in core, developed cities, that don't need the shields generated from specialist # 5.

5. Mine over that irrigated tile, get rid of that specialist: benefit = 2 shields, which is then multiplied by the factory and the powerplant to 4 shields, useful in core cities with factories that need the shield (to reach the shield break point of what ever it is that you're building).

SUMMERY

Taxmen: always 2 gold

Scientist: always 3 science

Engineer: always 2 shields (when building improvements and wonders)

Policemen: (almost always) 1 shield + 1 gold, up to 2.5 shield and 2.5 gold with nuke plant, stock exchange or research lab

Mining: always 2 shields, usually 4, up to 5 shields with nuke plant, though the shields are subject to corruption.

Basically, if the city is corrupt or undeveloped, chose between taxmen, scientist or engineer. For the core city, chose between policemen and mining, depending on the need for shield.
 
Irragirating all your tiles and putting up Engineers would seem like a idea, but there is a disadvantage that no one seems to be looking into with this...

If you building a improvement or wonder, then you have the engineer support ( 2 Shields ), but should you go to war for whatever reason or want to start expanding and have need to start building units, engineers are worthless ( 0 Shields ) and all irrigrated tiles makes it even worse... If you build units, you do NOT have the support of Engineers... Or if your are caught up with everything & decide to create wealth, you have no engineer support and of course the more shields just mean more gold created with wealth...

So I mine anywhere that already produces at least 2 food and don't worry about if it goes beyond 20 population or not because its not easy to keep all those people happy anyway... But that's just my thought :)
 
punkbass2000 said:
I think you missed the two luxuries of the entertainer.

You're right, there is the 6th specialist, though I don't think I have much to add about the entertainer, other than, "don't use it". :p

Okay, there is one situation where I use the entertainer in the age of engineers and policemen -- to create We Love The King Days. In some cities that are at the right corruption level, getting a city to WLTKD may save more shields than civil engineers. Do note that WLTKD do not save any commerce from corruption.
 
I have never seen anything more useless than those specialists. They are cool additions, but they are awful to use!

The amount of clicking that is required to get to a Civil Engineer is ridiculous.

By the time I get them, I am already far enough progressed in the game to let the City Governor take care of micromanagement of some 32+ cities and concentrate on the strategic part.

So I usually end up with the not so effective Entertainers, which can easily be surpassed by taxmen, scientists and whatever.

I would wish for a rule defined for the city to first set the specialist to be a policeman, CE or whatever. Would also be good if a governor takes care of citizen mood.
 
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