That's perfect. Let's pair Great Spies with Espionage and Great Generals with Military. Great Doctors for Growth sound promising. Let's see: Doctor specialists could provide 3 and be attached to buildings such as Baths and Hospitals. Unlimited Doctors could be available at Environmentalism civic and certain Wonders could be tweaked to produce Great Doctor GPP. Are they something you'd like to see in 1.21? I can include them in my next draft. (I assume specialists CAN produce health and happiness? Is there anything else they can produce? XP for sure. What about trade routes? I've been thinking about retooling Priests to produce happiness. Unlike the other specialists, they don't have a primary yield type.) I don't think it matters too much. The important thing is that each Golden Age requires one more Great Person of a different type than the last. This puts an upper limit on how many Golden Ages you can realistically trigger. After around three, not only is it difficult to generate the right Great People, you're also better off using them immediately in other ways (founding corporations, discovering technologies, settling in National Wonder cities) than waiting around until you have a matched set. Adding Great Generals to the mix doesn't really change that. It does mean that Great Generals born towards the end of a war can be put to peaceful uses, turning wartime victories into peacetime prosperity. I'm not sure how worthwhile this would be. Quite apart from the fact that we can't add a ninth flavour, naval combat is not a significant part of the game on most map types. I think the effort required to create a separate GP counter for naval combat - and apply the bonus XP from settled Great Generals to land units only - would be better spent elsewhere. I think I'll move this discussion into a new thread. At the moment I think we should name the National Wonder the Security Bureau, and rework the Security Bureau into a Police Station/Constabulary -type building. OK. I'll shelve that idea for now. Eh, I was mostly trying to give Great Prophets more things to do: the idea being that since wandering holy men would not normally attract the attention of national governments or barbarian warlords, they could fly under the radar somewhat. The Conversion ability would not be nearly as threatening if players could close borders at the first sign of a rival Great Prophet, either. Instead, it would give players a reason to keep borders with heathen states permanently closed. I'm not too attached to the idea, though. Yep. I'll include those in Draft Three. The trouble is that most abilities are too powerful not because they can be used early but because they can be repeated. Is there any way to code one-shot abilities?