One of the (few) things that Civ5 got right was how it handles Great People generation. I'm going to try and create something similar in HR for 1.21. A quick summary:
An important caveat: since I will be replacing a C++ routine with a Python routine this is guaranteed to have a negative impact on performance. The routine in question is called once per city per turn so it won't be negligible but I won't know how detrimental exactly until I've tried it. I don't think it will be too bad though, assuming I can keep my code as efficient and simple as possible. Personally I think the improved gameplay this change will bring is worth it. Hardest part is going to be redesigning the relevant parts of the UI.
Anyway, I'd like to hear your thoughts and questions on this, particularly if you have any concerns about the details or wider implications of this change.
- GPP are not accumulated civilization-wide, but instead per city.
- GPP for each Great Person type accumulates in separate 'pools'
- The first pool to fill to a defined threshold generates a Great Person in that city
- That particular GPP pool is then reset to 0, other GPP pools are not affected
- The threshold then increases for all pools in all of that player's cities
- Cities that change ownership would have all GPP pools reset to 0 and inherit the new owner's threshold.
An important caveat: since I will be replacing a C++ routine with a Python routine this is guaranteed to have a negative impact on performance. The routine in question is called once per city per turn so it won't be negligible but I won't know how detrimental exactly until I've tried it. I don't think it will be too bad though, assuming I can keep my code as efficient and simple as possible. Personally I think the improved gameplay this change will bring is worth it. Hardest part is going to be redesigning the relevant parts of the UI.
Anyway, I'd like to hear your thoughts and questions on this, particularly if you have any concerns about the details or wider implications of this change.