GP Mechanics: a random point of no interest

Joined
Dec 5, 2005
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Staring at the Great Person generation code in the SDK (documenting evidence for a post in Another Place), I was quite surprised to discover this little nugget.

Code:
incrementGreatPeopleCreated();

changeGreatPeopleThresholdModifier(....);

for (int iI = 0; iI < MAX_PLAYERS; iI++)
{
	if (GET_PLAYER((PlayerTypes)iI).getTeam() == getTeam())
	{
		GET_PLAYER((PlayerTypes)iI).changeGreatPeopleThresholdModifier(....);
	}
}

What this says is that when one of your Permanent Allies generates a great person, your threshold increases too (by half as much as his goes up).
 
Will this occur only to pre-arranged teams and are permenant alliances triggered in the game affected. Though the latter case isn't actually so bad since your gp farms runs out by the time you get permenant alliances option enabled.

In team games it would be interesting to see how philosophical+ non-philosophical combination would work. If the philosophical has a good gp farm working, before the non-phil guy gets his first gp his gp requirement would increase to 150, and becomes incrementally bigger. It would be like our gp farm+ rest of cities in which rest of cities always try to catch on but the gp farm races out every other city with them generating only 1 or 2 gp maximum. Am I reading this right.
 
So it would basically be advantagous to swap a gp farm back and forth with the civs alternationg on gneraring gps.
 
Or use one to its full extent and then swap to the other player (say after five)

Oof, no, that would screw the second guy. He'd be paying way, way more for his GPs, even if you switched back afterwards (at 10).
 
Or, just have one super-GPF for the tean, then gift the GPs to whoever needs them most.

peace,
lilnev
 
Well you would generate alot more gps(for less cost) if they were generated in alternating order. Thats why i mentioned swiching the city. You could also just have a GP farm for each team member though.
 
If you are switching around with a philosphical civ waiting for a non-phil city to catch up it would be not exploiting phil to full extent better use 2 philosophical civ's or 2 non-philosophical civs.
 
Being in a team game changes more than just GP generation rate:

- Lightbulbing is less useful, due to increased tech costs. (Unless being in a team multiplies lightbulb beakers too?)

- Settling great people is more useful. Settle a bunch of prophets/engineers and you'll win every wonder race!
 
when i can drag hubby away from WoW, we play as a team against the AI (since i'd feel guilty killing him of course). it feels like a bug to me but i don't know if it's intended or not ... in our last game, hatty and gandhi were pals, ragnar hated them both. ragnar demanded something from hubby, he gave it to him, since we wanted ragnar to open borders to get our missionaries in there. well, hubby got the +diplo modifier with ragnar as expected, i did not, since i hadn't given ragnar anything. however, we *both* got the "you have traded with our worst enemies" penalty with hatty and gandhi, even tho i had not traded with ragnar. what's up with that?

as far as GPs, we either both play philo or both non-philo, and we share GPs as far as academies or shrines. don't tell him i said this, but he is the worst as far as polluting GPPs and not watching what type he's gonna get, sheesh. it's like potluck with him *giggle*.

we found two weird exceptions to the "shared world wonders" rule: taj mahal and versailles only counted for the one that actually built them, although the .xml has teamshare=1 the same as it does for others, so i'm confused.
 
- Lightbulbing is less useful, due to increased tech costs. (Unless being in a team multiplies lightbulb beakers too?)
You are correct, tech costs are scaled up as team size increases and GP costs are scaled up for the whole team as GP are born.

The lightbulb is still pretty good though since it helps the whole team. In MP games (usually lasting less than 100 turns) you will want to lightbulb almost every great person.
 
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