GPP control and RiFE

I almost exclusively uses sages and craftsmen, both of which have ways of strengthening their yields and produce useful GP's. I only assign priests when I'm building Altar levels, need the 1 :health: to prevent a growth/starvation cycle while still getting some other useful benefits, or need to pop a prophet.

It's a rare game that I don't have both the Great Library and Guild of Hammers, but then I only play single-player.
 
Easiest solution would be to buff the Great Healer... Since nobody is complaining about Great Engineers polluting their Altar victory pool.

That's because GE are much harder to get than Great prophet.
Just compare the cost between Artisan workshop (Early engineer specialist) and pagan temple (priest).
 
and the number of priests available mid-game in a maxed out city (all temples + wonders) vs the max number of engineer specialists (and wonders) (forge/artisan... mines of galad'hur)...
do your maths...
 
That's obvious. I was just giving the most extreme example, people don't complain about Great Sages, Merchants etc. either.
 
I complain about GM and GA :D
I'd rather have 1GP, 1GS...and many GE :lol:
GM .. you'll need to send that guy far away. in security ! ok if there is another continent. else it becomes hard.
 
Great Merchants are the bomb. You are smoking crack. Start getting the guild buildings and you'll change your tune. The um.. the one for the farming guild is probably overlooked because it rarely gives more than 3 food per city... however the +25% commerce bonus from constructing the guild building is certainly worth it! I will agree that great merchants lose their usefullness after all the guilds are constructed though, since they don't have an academy building like sages, but meh..

That aside.. great healers aren't bad.. it's just that I don't want them to be autoproduced.. and I would love a way to tell the computer not to touch specialists considering ramming out multiple great prophets is also a load of crappiness, since it's fairly rare I'll be able to put more than 1-2 of them to use.
 
Settling a GM in your capital solves most of your money problems for the better part of the game, no need to send them to the other edge of the map.
 
Seriously... if you pop a GM or two early, say from lairs/ruins... combined with God King you can REX to your heart's content.

And Fabricaforma is the :):):):). My last Khazad game, the last city I spread it to (and hence the last time I saw it's output) gained +24 from it.

I use Farmer's Guild occasionally as well. Four food or so is decent, but yes the Farmer's Market means it's usually worthwhile after Fabrica.
 
and what do you think of a priest ?
1:hammers: 1:gold: in exchange for : 2:food: and 2:yuck: ? (4:food: if no more :health: in store)
or a craftsman : 2:hammers: for 2:food: and 2:yuck:
a :hammers: is generally evaluated as worth 1:food: and 1:gold:/:science: as 0.5:food:,
meaning priest and graftsman are respectively worth 1.5-4 = -2.5 and 2-4= -2
doesn't even pay for themselves.
plus you have to add the +3gpp...

it's just that with healer, you see directly the balance exchange : 2:food: and 2:yuck: for 4:health: = sum 0 +1:science:. (=+0.5, while priest and craftsman are -2.5 and -2)

And it's true it also depends on the great healer being worth something as a GH.
(a GH settled giving: 6:health: (or more) would account for the :yuck: of 3 new pop... making having a GH worthwhile ...)

and if you add :culture: :science: given by civics /wonders, a healer is like all gpp : worthwhile

Pretty much, yes. The tradeoff for the Healer is simply more noticeable.

For buffing the GH... The stats of the settled specialist have been buffed in the same way the regular one has, but honestly, it's main use is the unit itself. Not the settled great specialist. It has access to all the Healing abilities of a High Priest.
 
I've not read this entire thread, but; With City Governor ON and Specialists forced, the governor won't assign any more specialists unless that's the only thing it can assign.
 
What if you gave Great Healers the ability to give a promotion that acts like March (heal on the move) to all units in its stack (for as long as they don't leave the stack).
 
What if you gave Great Healers the ability to give a promotion that acts like March (heal on the move) to all units in its stack (for as long as they don't leave the stack).

Would be too powerful I think, they already have heal and medic 3. Combine that with march for the whole stack, and you have an army of the undying.

Maybe sacrifice it to give the X strongest units in the stack march?
 
Would be too powerful I think, they already have heal and medic 3. Combine that with march for the whole stack, and you have an army of the undying.

Maybe sacrifice it to give the X strongest units in the stack march?
Well given that they do not have any combat strength (assassins anyone) I don't think so.

It's not like you would have many of them either.
Also, sing as they are the most common specialist we could cut their GPP points down a bit along the way.
 
Well given that they do not have any combat strength (assassins anyone) I don't think so.

It's not like you would have many of them either.
Also, sing as they are the most common specialist we could cut their GPP points down a bit along the way.

Healers are 2/5 :strength:
 
I just got back from London, so I missed the last three and am mostly replying to the first few posts, but can I just say:

When I turn off citizen automation, and get rid of the healers I don't want, and set the city to avoid unhappy citizens, I still, on occasion, find healers in a city I have previously removed them from replacing the specialists I set, and have had cities gain a population point that puts them over the happy-cap.
 
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