Great Person Improvements

hokath

Emperor
Joined
Oct 3, 2013
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Would it make sense to consolidate the Specialist tech increase to yields and the ones for Great Person Improvements (GPI)? The tech tree is getting overloaded with these icons, and I personally am losing track of which tech does what, especially when they disappear off the end (looking at you, +production to engineers).

Related: Should +yield from specialists on policies be made to affect GPI as well? Some people feel GPI are on the weak side. This additional policy effect links up these two related features even more strongly.
 
I'd vote for that. More transparency is always welcome. And adding yields from policies to GP improvements seems legit, it could improve these policies after changes to GPs (which actualy nerfed related policies).
 
While I don't feel like GPI actually need a buff, I don't understand why their improvements from tech couldn't be at the same tech as their related specialists.


Also a civpedia page listing the techs improving specialists would be awesome.
 
Would it make sense to consolidate the Specialist tech increase to yields and the ones for Great Person Improvements (GPI)? The tech tree is getting overloaded with these icons, and I personally am losing track of which tech does what, especially when they disappear off the end (looking at you, +production to engineers).

The Lua doesn't work that way - you can't combine different elements with different text blocks without having separate buttons. Best I could do would be to expand the # of buttons in the tech tree to 8 or something thereabouts.

G
 
The Lua doesn't work that way - you can't combine different elements with different text blocks without having separate buttons. Best I could do would be to expand the # of buttons in the tech tree to 8 or something thereabouts.

G

Well, placing them on the same tech would still make it easier to understand.
 
They're placed where they are in order to balance and spread out yield gains across the tech tree.

G

Absolutely, but if the specialistbonuses and the GPbonuses are on the same techs the game will be easier to understand, and the techs will be easier to remember as there are less of them.
 
Absolutely, but if the specialistbonuses and the GPbonuses are on the same techs the game will be easier to understand, and the techs will be easier to remember as there are less of them.

They're placed where they are in order to balance and spread out yield gains across the tech tree. (We can keep stating these two points over and over if you'd like. :) )

G
 
They're placed where they are in order to balance and spread out yield gains across the tech tree. (We can keep stating these two points over and over if you'd like. :) )

G

Absolutely, but if the specialistbonuses and the GPbonuses are on the same techs the game will be easier to understand, and the techs will be easier to remember as there are less of them.




Seriously, these are both valid reasonings. Anyways could you make that civpedia page I asked for? Or adjust the individual pages of every specialist and GP improvement to list from which techs they get their bonuses.

Speaking of Specialists, I'm not one hundred percent sure if this is a bug or not, but I'm not sure if all the bonuses to the cultural specialists show up in the city-screen, I've been into modern era while still seeing all the cultural specialists being stuck at their base 3 culture.
 
Absolutely, but if the specialistbonuses and the GPbonuses are on the same techs the game will be easier to understand, and the techs will be easier to remember as there are less of them.




Seriously, these are both valid reasonings. Anyways could you make that civpedia page I asked for? Or adjust the individual pages of every specialist and GP improvement to list from which techs they get their bonuses.

Speaking of Specialists, I'm not one hundred percent sure if this is a bug or not, but I'm not sure if all the bonuses to the cultural specialists show up in the city-screen, I've been into modern era while still seeing all the cultural specialists being stuck at their base 3 culture.

EUI or no-EUI? Also, is it showing up in the tooltip for culture (i.e. your city culture output is changing, but the tooltip is simply inaccurate)?

Edit: expanding the size of buttons in the tech tree should help - reveals everything, so you can see what has what.


G
 
EUI or no-EUI? Also, is it showing up in the tooltip for culture (i.e. your city culture output is changing, but the tooltip is simply inaccurate)?

Edit: expanding the size of buttons in the tech tree should help - reveals everything, so you can see what has what.


G

The interface where you select specialists, in the city. I think the yields work as they should, but considering I have no idea what yields they are supposed to give I can't say for sure. I think one city got 6 culture for one specialist however(in the older version), so 3 culture base +3 from a bonus would make sense.



Again, I have no idea how hard it is to rewrite the civpedia, but it would really help.
 
The interface where you select specialists, in the city. I think the yields work as they should, but considering I have no idea what yields they are supposed to give I can't say for sure. I think one city got 6 culture for one specialist however(in the older version), so 3 culture base +3 from a bonus would make sense.



Again, I have no idea how hard it is to rewrite the civpedia, but it would really help.

EUI or no-EUI?
G
 
Indeed the only bonus to yields culture specialists have are around information era.
 
They still give less culture than Scientists. I'd expect of them to have at least 20+ culture in the endgame as they are limited to 1 guild per nation anyway.
 
Writer gets one at Printing Press, and Artist at Architecture.

While I don't really share Strigvir's heated opinion, it is kinda weird that the cultural specialists scale so much slower than the normal ones. I mean you're more or less forced to use them anyways to get GPs, but imho national wonders should be worth using.
 
It's less about worth using and more about AI not using them at all, which results in low tourism output in the long run.
 
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