My thoughts on GP in general right now:
Great Merchant: Settling a GM is now really good thanks to the food. Overall I really like these guys now.
Great Scientist: Unless the bulb does not carry to the next tech (which I think is something we played with a long time ago), in general the academy feels weak compared to the bulb. I generally will settle the first scientist but otherwise bulb.
The bulb scales up pretty fast, and I've seen 1000-1500 science bulbs compared to a 8 spt academy. Also, the academy doesn't scale nearly as well as it does in the base game because you don't have the big science multipliers. In the base game you get the 33% for university, 50% for research lab, 50% for the School of Philosophy (the rename is great, I can't even remember what the unmodded name is!)
If the bulb doesn't carry over...I still wonder if its better to just hold the scientists until the tech is high enough to use the bulb in full.
Great Artist: Love them. GAs are awesome, I only settle them when I go for tourism, but that is fine. I think they are good.
Great Engineer: I find a good balance between settle and wonder rush with them now. The hammers are very nice early on. Overall they feel good.
Great Writer: Solid. I only settle them in tourism games, as the bulb I think is just stronger than the great work. That might need some tuning early game, as even my first GW I find its better to bulb, but I still enjoy them quite a bit.
Great Musician: Still so very boring. If I don't care about tourism (and most of the time I don't), all this does is give me a little extra culture.
Great General: Citadels can be fun, but I wish they had slightly better yields. I don't find they have a good non war use unless I want to anger my neighbors with border pushes.
Great Admiral: Other than the fact they can scout everywhere early in the game if you can get one, still feel pretty meh to me.
Great Merchant: Settling a GM is now really good thanks to the food. Overall I really like these guys now.
Great Scientist: Unless the bulb does not carry to the next tech (which I think is something we played with a long time ago), in general the academy feels weak compared to the bulb. I generally will settle the first scientist but otherwise bulb.
The bulb scales up pretty fast, and I've seen 1000-1500 science bulbs compared to a 8 spt academy. Also, the academy doesn't scale nearly as well as it does in the base game because you don't have the big science multipliers. In the base game you get the 33% for university, 50% for research lab, 50% for the School of Philosophy (the rename is great, I can't even remember what the unmodded name is!)
If the bulb doesn't carry over...I still wonder if its better to just hold the scientists until the tech is high enough to use the bulb in full.
Great Artist: Love them. GAs are awesome, I only settle them when I go for tourism, but that is fine. I think they are good.
Great Engineer: I find a good balance between settle and wonder rush with them now. The hammers are very nice early on. Overall they feel good.
Great Writer: Solid. I only settle them in tourism games, as the bulb I think is just stronger than the great work. That might need some tuning early game, as even my first GW I find its better to bulb, but I still enjoy them quite a bit.
Great Musician: Still so very boring. If I don't care about tourism (and most of the time I don't), all this does is give me a little extra culture.
Great General: Citadels can be fun, but I wish they had slightly better yields. I don't find they have a good non war use unless I want to anger my neighbors with border pushes.
Great Admiral: Other than the fact they can scout everywhere early in the game if you can get one, still feel pretty meh to me.