Gerat Person Tech Preference for Bulbing

Immaculate

unerring
Joined
Jan 22, 2003
Messages
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Is there a tech preference list for bulbing great people for FFH like the one Dave McW and friends made for BTS?

I.

EDIT:
Xienwolf comes to the rescue:

If you would be so kind as to copy this into the first post, I compiled the lists:

Spoiler Great Bard :
  1. Drama
  2. Festivals
  3. Ancient Chants
  4. Commune with Nature
  5. Hidden Paths
  6. Malevolent Designs
  7. Message from the Deep
  8. Mysticism
  9. Poisons
  10. Religious Law
  11. Philosophy
  12. Priesthood
  13. Theology
  14. Writing
  15. Horseback Riding
  16. Education
  17. Astronomy
  18. Bowyers
  19. Deception
  20. Divine Essence
  21. Honor
  22. Righteousness
  23. Sorcery
  24. Archery
  25. Elementalism
  26. Exploration
  27. Feudalism
  28. Fishing
  29. Knowledge of the Ether
  30. Masonry
  31. Min Stapling
  32. Omniscience
  33. Sailing
  34. Sanitation
  35. Stirrups
  36. Trade
  37. Warhorses
  38. Way of the Forests
  39. Way of the Wise
  40. Animal Husbandry
  41. Bronze Working
  42. Construction
  43. Future Tech
  44. Guilds
  45. Hunting
  46. Military Strategy
  47. Smelting
  48. Tracking
  49. Warfare
Spoiler Great Engineer :
  1. Archery
  2. Bowyers
  3. Crafting
  4. Engineering
  5. Machinery
  6. Smelting
  7. Code of Laws
  8. Iron Working
  9. Mining
  10. Mithril Working
  11. Way of the Earthmother
  12. Cartography
  13. Construction
  14. Feudalism
  15. Masonry
  16. Blasting Powder
  17. Bronze Working
  18. Exploration
  19. Guilds
  20. Mithril Weapons
  21. Warfare
  22. Animal Husbandry
  23. Arete
  24. Trade
  25. Agriculture
  26. Calendar
  27. Honor
  28. Optics
  29. Orders from Heaven
  30. Priesthood
  31. Rage
  32. Strength of Will
  33. Tracking
  34. Armored Cavalry
  35. Currency
  36. Fishing
  37. Mathematics
  38. Medicine
  39. Mercantilism
  40. Military Strategy
  41. Min Stapling
  42. Philosophy
  43. Precision
  44. Stirrups
  45. Taxation
  46. Warhorses
  47. Way of the Wicked
  48. Future Tech
  49. Horseback Riding
  50. Hunting
  51. Malevolent Designs
  52. Righteousness
  53. Sanitation
Spoiler Great Merchant :
  1. Currency
  2. Horseback Riding
  3. Mathematics
  4. Mercantilism
  5. Stirrups
  6. Taxation
  7. Warhorses
  8. Calendar
  9. Code of Laws
  10. Mining
  11. Trade
  12. Cartography
  13. Exploration
  14. Sailing
  15. Way of the Wise
  16. Agriculture
  17. Deception
  18. Festivals
  19. Guilds
  20. Machinery
  21. Philosophy
  22. Writing
  23. Ancient Chants
  24. Commune with Nature
  25. Fishing
  26. Future Tech
  27. Hidden Paths
  28. Honor
  29. Malevolent Designs
  30. Medicine
  31. Message from the Deep
  32. Mysticism
  33. Poisons
  34. Precision
  35. Priesthood
  36. Rage
  37. Righteousness
Spoiler Great Prophet :
  1. Arete
  2. Corruption of Spirit
  3. Infernal Pact
  4. Malevolent Designs
  5. Orders from Heaven
  6. Philosophy
  7. Priesthood
  8. Religious Law
  9. Righteousness
  10. Theology
  11. Way of the Earthmother
  12. Way of the Forests
  13. Ancient Chants
  14. Commune with Nature
  15. Fanaticism
  16. Hidden Paths
  17. Message from the Deep
  18. Min Stapling
  19. Mysticism
  20. Divination
  21. Way of the Wicked
  22. Way of the Wise
  23. Divine Essence
  24. Elementalism
  25. Writing
  26. Calendar
  27. Code of Laws
  28. Drama
  29. Education
  30. Honor
  31. Knowledge of the Ether
  32. Sorcery
  33. Animal Husbandry
  34. Construction
  35. Exploration
  36. Future Tech
  37. Masonry
Spoiler Great Sage :
  1. Alteration
  2. Arcane Lore
  3. Divination
  4. Elementalism
  5. Knowledge of the Ether
  6. Necromancy
  7. Omniscience
  8. Pass Through the Ether
  9. Sorcery
  10. Strength of Will
  11. Corruption of Spirit
  12. Infernal Pact


Note that Savants use the Great Prophet Tree and the Great Sage tree, so would need more details than I listed here to fully describe what his preferences are.

It could use some cleaning up still probably, like in the Sage tree I notice that a few of them are Pre-Reqs for the "preferred" tech, thus it is impossibile to get them in the order on the list.

EDIT: Actually I am testing now precisely how it is decided... It might be that it multiplies the Unit Flavor by the Tech Flavor, in which case you could bulb EVERY flavor on the unit. So a Sage ought to have falvor of 1 for each type, and flavor of 2 or 3 for Science (then he prefers to do his 12, but is capable of doing any of them).


EDIT 2: It does indeed allow you to bulb ANY TECH which matches ANY FLAVOR on the unit.
 
Many people have asked for one to be provided, none have assisted in forming one.

I am certain that if you started compiling a list of them yourself in this thread (edit your post to keep it as up to date as possible) you would get a great deal of assistance and eventually have it formed.
 
I don't think its possible to do by trial and error. I mean, which does a great sage value more, alteration or knowledge of the aether? I think DaveMcW compiled his list based on code (something i know nothing about but which others on this board know A LOT about).

Here's the link to the original thread.

http://forums.civfanatics.com/showthread.php?t=140952
 
I haven't seen anything in the code for the list yet, but I wasn't doing DLL work back then, so maybe it is written out nice and neat in here somewhere. When I am done with the current project I'll check around a bit.

Till then, here is what I got from a trial & error approach to compiling the Great Bards. It's just a first run through, giving myself a ton of them in the worldbuilder and having them discover techs until they will not do so anymore, then granting myself each tech I am able to research, and repeating the process.

EDIT: Looked over the other thread, there are some posts which speculate on how the order is decided, but none that state for certain precisely what it is. I'll look at the list again and test if it is actually just the order they are listed in the XML. Should that be the case it is quite a simple list to establish, as you just have to take a list like what I made earlier and sort it to match the XML layout.
 
Thanks Xien.
 
Ok, page 2 was more useful than page 1. It is quite simple to figure it all out now. If you have spare time you can easily do it before me since I am busy with some DLL code, but if you don't get it before I get bored I might have a whack at making the list myself.



Each Tech has a section called Flavors. This is a multiplier for the AI to decide the order in which it will research Techs, but it also controls the Bulbing List. The Higher the Flavor for the appropriate Type, the more it will want to Bulb that Tech if available. In the case of a tie, the first listed Tech is the one which wins.



So the easy way to do it would be to go through and mark what the flavors are for each Tech, then go through each flavor and sort them by how large the Flavor number is. But ensure that you maintain the order of the Technologies in the Tree as a whole while you are doing it.


EDIT: Got bored, trimmed the list for you. I don't know if Growth or Military match up with any of the Great People types, but I seriously doubt they do. Fields were left in just incase though.
 
I'm still hoping that the lightbulbing ability will be changed so that you can choose the tech (Like when you build the Infernal Grimorie, but with a shorter list and not necessarily letting you discover any tech all at once)


Edit: What is a Gerat Person anyway? :p
 
The main thing that needs to be changed, IMO, is the Great Sage bulbing preference. Currently, EVERY magic tech has a science flavor of 10. This means that Great Sages bulb available magic tech basically alphabetically, which leads to some very odd bulbing preferences: Alteration will be bulbed over any other magic tech, most of the "node" techs will be bulbed over sorcery, but arcane lore will be bulbed over the node techs, pass through the ether will be bulbed over strength of will but not over elementalism...

Really, the science flavor of magic techs should be tweaked so that higher-level techs have higher flavor and are preferred when bulbing.

Oh, and something might need to be done with Great Engineers and their flavor values so they don't have such an obsession with Bowyers...
 
Um, no, no it's not. I rush Engineering quite frequently, and I have never in my life researched Bowyers (I hate the archery tree with a passion). Speaking of which, Great Engineer will currently prefer to bulb Bowyers OVER Engineering, which makes them fairly useless for bulbing IMO.
 
Um, no, no it's not. I rush Engineering quite frequently, and I have never in my life researched Bowyers (I hate the archery tree with a passion). Speaking of which, Great Engineer will currently prefer to bulb Bowyers OVER Engineering, which makes them fairly useless for bulbing IMO.

1) You need bowyers for machinery?

2) Imagine this: Bulb engineering, free engineer from engineering builds slums. Game over.

---

Sages = alteration, elementalism, divinination, (presumably the 4th), sorcery

That sucks.

Lightbulbing is pretty much dead. Who's done it since the sorcery change (except drama or alteration)? Maybe cheater-Luch engineers can, but otherwise might as well remove the icon.
 
2) Imagine this: Bulb engineering, free engineer from engineering builds slums. Game over.

Yes, that would be a valid tactic. That's the entire point of bulbing; it's supposed to be a powerful effect. Actually, Engineering might be too expensive to one-shot bulb, also. *checks* Hm, I think it's right on the edge, not sure if it can be insta-bulbed or not.

(Oh, and the Slums are not Game Over; I'd generally use the Engineer for the Guild of Hammers instead, since the way I expand I rarely have a city that can support the slums usefully)

The point is, the way to make bulbing useful is to fix the flavor values so that more useful techs are more likely to be selected for bulbing. Currently, Great Sages are fine for bulbing Alteration and Arcane Lore, but basically worthless if you want to bulb Sorcery, Writing, or Strength of Will, which makes little sense.

Lightbulbing is pretty much dead. Who's done it since the sorcery change (except drama or alteration)? Maybe cheater-Luch engineers can, but otherwise might as well remove the icon.

Actually, I still bulb a fair bit; mainly Alteration and Arcane Lore. Removing a feature that can easily be fixed to be useful (seriously, the fix involves changing a few numbers in CIV4TechInfos.xml) doesn't seem the way to go.
 
^ agree.
The magic line would be nice to bulb from KoE, to Alteration, to Sorcery. It would reward growth of great sages nicely and provide a useful tool. I'm not sure if its over-powered or not though, but the trade off is less shrines, academies, etc, which i think is fair (just like in regular CIV).
 
No, that's about right. Mysticism, KotE, the four node techs, Sorcery, Arcane Lore, SoW, PttE, and I assume Omnisience and maybe Writing (or is it Corruption of Sprit?). Those are the only techs I've ever seen Sages get the options for bulbing. and every one of those techs has a flavor value of 10, meaning sages will always bulb available magic techs in alphabetical order. >.<
 
How hard would it be to change bulbing to work like free techs from a wonder/tech, but giving you a smaller list to choose from and not necessarily all the research towards the tech?
 
If you would be so kind as to copy this into the first post, I compiled the lists:

Spoiler Great Bard :
  1. Drama
  2. Festivals
  3. Ancient Chants
  4. Commune with Nature
  5. Hidden Paths
  6. Malevolent Designs
  7. Message from the Deep
  8. Mysticism
  9. Poisons
  10. Religious Law
  11. Philosophy
  12. Priesthood
  13. Theology
  14. Writing
  15. Horseback Riding
  16. Education
  17. Astronomy
  18. Bowyers
  19. Deception
  20. Divine Essence
  21. Honor
  22. Righteousness
  23. Sorcery
  24. Archery
  25. Elementalism
  26. Exploration
  27. Feudalism
  28. Fishing
  29. Knowledge of the Ether
  30. Masonry
  31. Min Stapling
  32. Omniscience
  33. Sailing
  34. Sanitation
  35. Stirrups
  36. Trade
  37. Warhorses
  38. Way of the Forests
  39. Way of the Wise
  40. Animal Husbandry
  41. Bronze Working
  42. Construction
  43. Future Tech
  44. Guilds
  45. Hunting
  46. Military Strategy
  47. Smelting
  48. Tracking
  49. Warfare
Spoiler Great Engineer :
  1. Archery
  2. Bowyers
  3. Crafting
  4. Engineering
  5. Machinery
  6. Smelting
  7. Code of Laws
  8. Iron Working
  9. Mining
  10. Mithril Working
  11. Way of the Earthmother
  12. Cartography
  13. Construction
  14. Feudalism
  15. Masonry
  16. Blasting Powder
  17. Bronze Working
  18. Exploration
  19. Guilds
  20. Mithril Weapons
  21. Warfare
  22. Animal Husbandry
  23. Arete
  24. Trade
  25. Agriculture
  26. Calendar
  27. Honor
  28. Optics
  29. Orders from Heaven
  30. Priesthood
  31. Rage
  32. Strength of Will
  33. Tracking
  34. Armored Cavalry
  35. Currency
  36. Fishing
  37. Mathematics
  38. Medicine
  39. Mercantilism
  40. Military Strategy
  41. Min Stapling
  42. Philosophy
  43. Precision
  44. Stirrups
  45. Taxation
  46. Warhorses
  47. Way of the Wicked
  48. Future Tech
  49. Horseback Riding
  50. Hunting
  51. Malevolent Designs
  52. Righteousness
  53. Sanitation
Spoiler Great Merchant :
  1. Currency
  2. Horseback Riding
  3. Mathematics
  4. Mercantilism
  5. Stirrups
  6. Taxation
  7. Warhorses
  8. Calendar
  9. Code of Laws
  10. Mining
  11. Trade
  12. Cartography
  13. Exploration
  14. Sailing
  15. Way of the Wise
  16. Agriculture
  17. Deception
  18. Festivals
  19. Guilds
  20. Machinery
  21. Philosophy
  22. Writing
  23. Ancient Chants
  24. Commune with Nature
  25. Fishing
  26. Future Tech
  27. Hidden Paths
  28. Honor
  29. Malevolent Designs
  30. Medicine
  31. Message from the Deep
  32. Mysticism
  33. Poisons
  34. Precision
  35. Priesthood
  36. Rage
  37. Righteousness
Spoiler Great Prophet :
  1. Arete
  2. Corruption of Spirit
  3. Infernal Pact
  4. Malevolent Designs
  5. Orders from Heaven
  6. Philosophy
  7. Priesthood
  8. Religious Law
  9. Righteousness
  10. Theology
  11. Way of the Earthmother
  12. Way of the Forests
  13. Ancient Chants
  14. Commune with Nature
  15. Fanaticism
  16. Hidden Paths
  17. Message from the Deep
  18. Min Stapling
  19. Mysticism
  20. Divination
  21. Way of the Wicked
  22. Way of the Wise
  23. Divine Essence
  24. Elementalism
  25. Writing
  26. Calendar
  27. Code of Laws
  28. Drama
  29. Education
  30. Honor
  31. Knowledge of the Ether
  32. Sorcery
  33. Animal Husbandry
  34. Construction
  35. Exploration
  36. Future Tech
  37. Masonry
Spoiler Great Sage :
  1. Alteration
  2. Arcane Lore
  3. Divination
  4. Elementalism
  5. Knowledge of the Ether
  6. Necromancy
  7. Omniscience
  8. Pass Through the Ether
  9. Sorcery
  10. Strength of Will
  11. Corruption of Spirit
  12. Infernal Pact


Note that Savants use the Great Prophet Tree and the Great Sage tree, so would need more details than I listed here to fully describe what his preferences are.

It could use some cleaning up still probably, like in the Sage tree I notice that a few of them are Pre-Reqs for the "preferred" tech, thus it is impossibile to get them in the order on the list.

EDIT: Actually I am testing now precisely how it is decided... It might be that it multiplies the Unit Flavor by the Tech Flavor, in which case you could bulb EVERY flavor on the unit. So a Sage ought to have falvor of 1 for each type, and flavor of 2 or 3 for Science (then he prefers to do his 12, but is capable of doing any of them).


EDIT 2: It does indeed allow you to bulb ANY TECH which matches ANY FLAVOR on the unit.
 
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