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GP Priority and what to do after they show up?

Discussion in 'Civ4 - Strategy & Tips' started by Frost_, Sep 9, 2010.

  1. Frost_

    Frost_ Chieftain

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    I recently just started playing this game on noble and think I'm about ready to move up a difficulty level as I've been able to hit most of my goals in-game without cheating (i.e. reloading).

    I've been finding that early game I usually get a great prophet or GE as my first GP since I usually build the oracle and GE points from the forge (MC typically from oracle). I like the GEs since they basically allow me to grab any early wonder for free (usually Pyramids for more GE points and obviously the government flexibility). However, in hind-sight, this is really something that's "nice" and not "necessary" for winning. Instead of trying to get a GE, should I be trying to get GS the whole game? I mean, if I get a GE or prophet, great, but should I aim to get GS instead of GEs?

    As for using them, prophets I tend to build the shrine if I found a religion, blub a decent religious tech (usually not since I often skip meditation and trade for it later) or save for a golden age. I don't think there any other uses for him. but for GEs, should I be using them to rush build "luxury" wonders (since I don't think any wonder is necessary, or at least at my difficulty)? There's alot of information on how to use GS on the forum, so I'll skip that. Thanks!

    P.S. Would it be worth it to build the AP just for the hammer bonus on religious buildings (and not for the diplo win)? I find that I build the religion's temple a lot due to the happiness bonus, and increased production is always welcomed. But is it, in general as specific cases will differ, worth an investment of that many hammers in your production city?
     
  2. AutomatedTeller

    AutomatedTeller Frequent poster

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    I almost always use a GE for a wonder. You can use him to bulb techs, too, but there are some wonders that are always useful to get - the AP, for one, is one you generally would prefer to own than not ;) Remember, some wonders only help you if you build them - Hanging Gardens, Taj Mahal.

    Building a shrine with a GP is nearly a no-brainer. After that, bulbing is good, or settling - settled, they give 2 hammers and 5 gold, which is great.

    Sure, it's not NECESSARY to build any wonders - but they are fun ;)
     
  3. Esham

    Esham Chieftain

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    My first is usually a scientist just because libraries come first.

    GE's are nice for a select few wonders that i consider must haves.

    GP for shrine is a no brainer as teller said as well.

    I usually get lots of scientists for either bulbing and trade bait or i settle them. Sometimes i sleep them in a city and forget for a couple hundred years. :crazyeye:
     
  4. Jerrymander

    Jerrymander Epistemologist

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    Great Merchants are useful because they seem more rare than Prophets and Scientists, and also found Sid's Sushi.

    Spies are very situational.
     
  5. Gwynnja

    Gwynnja Deity

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    How does being "more rare" equate to useful? If you need a merchant for sids, go into caste. IMO Engineers > Scientists > Prophets > Merchants > Spies > Artists.
     
  6. Bibor

    Bibor Doomsday Machine

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    Man speaks the truth. Nothing beats having an engineer for Mining inc. :)
     
  7. Derakon

    Derakon Prince

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    Assuming you don't found a religion / own a holy city, what do you use Great Prophets for? I've never been particularly impressed by the techs they can bulb. I guess they're one of the more useful super specialists...but personally I'd rather have 2100 GP from a great merchant. Great spies can theoretically get you several tech steals; I hardly ever get them ever since I stopped going for the Great Wall though, so I haven't tested this.

    So my personal ranking would be Engineer > Scientist > Merchant > Spy > Prophet > Artist, predicated on the assumption that I don't own a significant holy city (significant = religion is present in more than two or three cities).
     
  8. Gwynnja

    Gwynnja Deity

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    I usually settle the prophets.
     
  9. AutomatedTeller

    AutomatedTeller Frequent poster

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    prophets can bulb paper and education, just like artists and scientists.

    You have to get by divine right and theology first, of course.
     
  10. The Almighty dF

    The Almighty dF Pharaoh

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    I settle Great Prophets unless I've got a holy city, or unless I can use one to be first to a tech to found a religion.
    Great Artists I only use to culture bomb a city at someone else's border, or for golden ages.
    Great Engineers is typically save for wonders. Great scientists I build one academy in my capitol, one in a designated GS city, and then settle all in the GS city.
    GM's I settle wherever needed.
    GG's, I save one for an academy and the rest I settle in my future IW/WP city.
     
  11. Frost_

    Frost_ Chieftain

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    So in general (i.e. in general axes are great early game, but if your persia neighbor has horses, maybe spears are better), are GEs or GS more helpful early game?
     
  12. AutomatedTeller

    AutomatedTeller Frequent poster

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    a GP might be better - it really depends on what you want to do.

    I'd say that if you are going commerce economy, where you rely on cottages, etc, as the primary research tool, a scientist is better.

    if you are going specialist, the a GE for mids might be better. On the other hand, the amount of time it takes to get the GE might mean that the mids are gone anyway, so a scientist (for bulbing) is better.
     
  13. Jerrymander

    Jerrymander Epistemologist

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    It doesn't. I meant they're useful because they found Sid's Sushi but should be kept because they are rare. I got the order mixed up.
     
  14. Aoxomoxoa

    Aoxomoxoa Prince

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    There's a lot of tech/hammers needed to get to enable an early engineer, where writing and a library gets you two specialists and your first scientist builds the equivalent of a mini-wonder.

    Sure the engineer is more valuable, but the GS path tends to follow the early tech path, and seems more in the flow of the early turns in most games for me.
     
  15. plastiqe

    plastiqe Grinch

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    I like a Great Scientist for an academy in a beaurocracy cottaged capital with unlimitied happiness from a zillion cheap units with hereditary rule.
     
  16. tinstaafl

    tinstaafl Warlord

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    I like merchants midgame. If i have a good gp farm, i will probably gen 3 merchants or so after the initial 2 or 3 scientists. I use them for the trade mission and use the gold for deficit research, to pump as much commerce as possible through oxford.

    I settle prophets (hardly ever have any though) and use the odd artist for a GA.
    I hardly ever manage to get a GE when i could use one. Espionage is too micro-intensive for me.
     

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