Great person tech preferences

w a i n y

Let's Play Deity!
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Jul 4, 2011
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There's a great thread in the vanilla Civ4 strategy forum about which techs can be popped by each great person and in what order. Where can I find this information for FFH2? I've tried searching through FFH2's /assets folder but haven't found anything.
 
Fantastic! It's "Lightbulbing order", Appendix A.

Great Bard
1. Drama
2. Festivals
3. Education
4. Astronomy
5. Sanitation
6. Writing
7. Animal Husbandry
8. Animal Mastery
9. Exploration
10. Fishing
11. Agriculture
12. Medicine
13. Mysticism
14. Philosophy
15. Omniscience
16. Sorcery
17. Alteration
18. Calendar
19. Hunting
20. Pass Through the Ether
21. Ancient Chants
22. Knowledge of the Ether
23. Animal Handling
24. Arcane Lore
25. Construction
26. Feral Bond
27. Feudalism
28. Sailing
29. Strength of Will
30. Divination
31. Elementalism
32. Necromancy
33. Code of Laws
34. Optics
35. Guilds
36. Masonry
37. Archery
38. Poisons
39. Priesthood
40. Religious Law
41. Commune with Nature
42. Hidden Paths
43. Message from the Deep
44. Way of the Wise
45. Cartography
46. Mithril Working
47. Precision
48. Way of the Forests
49. Bowyers
50. Deception
51. Divine Essence
52. Honor
53. Malevolent Designs
54. Military Strategy
55. Mind Stapling
56. Righteousness
57. Trade
58. Currency
59. Engineering
60. Infernal Pact
61. Mathematics
62. Mercantilism
63. Mithril Weapons
64. Orders from Heaven
65. Smelting
66. Stirrups
67. Taxation
68. Theology
69. Warhorses
70. Way of the Wicked
71. Corruption of Spirit
72. Future Tech

Great Engineer
1. Engineering
2. Mithril Working
3. Machinery
4. Smelting
5. Blasting Powder
6. Bowyers
7. Iron Working
8. Bronze Working
9. Crafting
10. Feudalism
11. Masonry
12. Archery
13. Military Strategy
14. Mithril Weapons
15. Rage
16. Construction
17. Mining
18. Cartography
19. Guilds
20. Precision
21. Animal Handling
22. Feral Bond
23. Optics
24. Poisons
25. Animal Husbandry
26. Divine Essence
27. Agriculture
28. Code of Laws
29. Medicine
30. Animal Mastery
31. Calendar
32. Fishing
33. Hunting
34. Stirrups
35. Arete
36. Exploration
37. Mind Stapling
38. Sanitation
39. Fanaticism
40. Astronomy
41. Horseback Riding
42. Warfare
43. Sailing
44. Warhorses
45. Mercantilism
46. Orders from Heaven
47. Theology
48. Way of the Earthmother
49. Way of the Wicked
50. Currency
51. Education
52. Mathematics
53. Righteousness
54. Strength of Will
55. Taxation
56. Trade
57. Writing
58. Alteration
59. Elementalism
60. Knowledge of the Ether
61. Necromancy
62. Pass Through the Ether
63. Way of the Forests
64. Ancient Chants
65. Commune with Nature
66. Drama
67. Festivals
68. Hidden Paths
69. Message from the Deep
70. Mysticism
71. Omniscience
72. Philosophy
73. Sorcery
74. Way of the Wise
75. Future Tech

Great Merchant
1. Currency
2. Mathematics
3. Taxation
4. Mercantilism
5. Trade
6. Warhorses
7. Calendar
8. Agriculture
9. Horseback Riding
10. Medicine
11. Animal Husbandry
12. Cartography
13. Code of Laws
14. Fishing
15. Optics
16. Sanitation
17. Animal Mastery
18. Exploration
19. Guilds
20. Hunting
21. Stirrups
22. Mithril Working
23. Sailing
24. Writing
25. Machinery
26. Animal Handling
27. Astronomy
28. Engineering
29. Feral Bond
30. Masonry
31. Poisons
32. Smelting
33. Construction
34. Education
35. Feudalism
36. Mining
37. Precision
38. Deception
39. Honor
40. Ancient Chants
41. Bowyers
42. Festivals
43. Message from the Deep
44. Mysticism
45. Way of the Wise
46. Alteration
47. Archery
48. Orders from Heaven
49. Pass Through the Ether
50. Theology
51. Way of the Forests
52. Arete
53. Blasting Powder
54. Iron Working
55. Malevolent Designs
56. Mind Stapling
57. Mithril Weapons
58. Righteousness
59. Strength of Will
60. Way of the Wicked
61. Bronze Working
62. Commune with Nature
63. Crafting
64. Drama
65. Hidden Paths
66. Military Strategy
67. Omniscience
68. Philosophy
69. Sorcery
70. Way of the Earthmother
71. Warfare
72. Future Tech

Great Prophet
1. Corruption of Spirit
2. Priesthood
3. Religious Law
4. Commune with Nature
5. Hidden Paths
6. Infernal Pact
7. Malevolent Designs
8. Way of the Earthmother
9. Way of the Forests
10. Deception
11. Honor
12. Message from the Deep
13. Philosophy
14. Way of the Wise
15. Ancient Chants
16. Orders from Heaven
17. Theology
18. Way of the Wicked
19. Mysticism
20. Righteousness
21. Drama
22. Arete
23. Mind Stapling
24. Festivals
25. Fanaticism
26. Divination
27. Arcane Lore
28. Education
29. Knowledge of the Ether
30. Omniscience
31. Sorcery
32. Elementalism
33. Necromancy
34. Alteration
35. Divine Essence
36. Pass Through the Ether
37. Strength of Will
38. Writing
39. Astronomy
40. Archery
41. Construction
42. Feudalism
43. Sailing
44. Code of Laws
45. Bowyers
46. Exploration
47. Fishing
48. Guilds
49. Masonry
50. Military Strategy
51. Sanitation
52. Trade
53. Future Tech

Great Sage
1. Arcane Lore
2. Alteration
3. Pass Through the Ether
4. Divination
5. Elementalism
6. Necromancy
7. Omniscience
8. Sorcery
9. Strength of Will
10. Knowledge of the Ether
11. Animal Husbandry
12. Animal Mastery
13. Sanitation
14. Agriculture
15. Medicine
16. Calendar
17. Education
18. Writing
19. Exploration
20. Fishing
21. Hunting
22. Animal Handling
23. Astronomy
24. Code of Laws
25. Currency
26. Feral Bond
27. Mathematics
28. Optics
29. Taxation
30. Mercantilism
31. Trade
32. Warhorses
33. Cartography
34. Poisons
35. Sailing
36. Guilds
37. Horseback Riding
38. Infernal Pact
39. Stirrups
40. Mithril Working
41. Precision
42. Construction
43. Feudalism
44. Masonry
45. Way of the Forests
46. Ancient Chants
47. Corruption of Spirit
48. Festivals
49. Message from the Deep
50. Mysticism
51. Way of the Wise
52. Commune with Nature
53. Deception
54. Drama
55. Engineering
56. Hidden Paths
57. Honor
58. Mining
59. Mithril Weapons
60. Orders from Heaven
61. Philosophy
62. Smelting
63. Theology
64. Way of the Wicked
65. Machinery
66. Malevolent Designs
67. Righteousness
68. Future Tech
 
I'm glad you posted this list even after you were satisfied with a response to your original question. My manual slipped through the cracks a long time ago and this list is the only information I ever used from it anyway.

I wonder if it applies to all or any of the other modmods though. Some have variations in technologies so it stands to reason their lightbulbing orders are likely to have variations too, or even be completely overhauled for that matter.

Well, with the help of a thread in the vanilla Civ4 forums, titled Great People Tech Preferences, which explains how all techs have 'flavour weights' that determine which tech a great person will discover next, I looked through the Civ4TechInfos.xml for RiFe and parsed all the weights for techs with the science flavour to come up with a very short representation of a lightbulbing order for great scientists. Short like just 20 techs, nowhere near what you get in the original mod as displayed above. Also my draft didn't even include Exploration which is I know is pretty much the first tech you can bulb with a great scientist as I've noticed when I play straight down the arcane line. However, the order of my short list still matched the above one, albeit missing a few.

In conclusion, while that thread in the vanilla forums has to be correct in the applying of the flavours' weights from the Civ4TechInfos.xml, there has to be something about our great people in our great mod ;) that includes more of the tech list. Not to mention Healers. So I looked and found in Civ4UnitInfos.xml more flavour weights attributed to each great person. The makeup of these great people's flavours is simpler than the flavours for techs. To clarify, flavours are:

Growth
Health
Science
Culture
Production
Military
Gold
Religion

Techs are given weights of 1,2,5,7,8,10,15,20,25 or 30 in any number of different flavours, but great people have just 3 different flavours with weights of 1,2 or 3. Like so:

Great Artist
3 culture
2 growth
1 science

Great Engineer
1 growth
2 military
3 production

Great Merchant
3 gold
2 growth
1 production

Great Prophet
2 culture
3 religion
1 science

Great Sage
1 gold
2 growth
3 science

Healer
1 culture
2 growth
3 health

(Forgive the seemingly random order but that's just how it comes in the xml). So do we just multiply the weights of the techs' flavours with the corresponding great person's flavour weights? What about overlaps like Astronomy which has weights of 1 in culture and growth, both of which great artists and healers refer to? I have drafted up lists according to a couple of theories so far, and they can be tested using worldbuilder I guess but I'm hoping someone can poke holes in my logic or provide new insights or tell me to hijack someone else's thread, a-hole, or whatever.
 
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