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Great person tech preferences

Discussion in 'Civ4 - Fall from Heaven' started by w a i n y, Jan 10, 2013.

  1. w a i n y

    w a i n y Let's Play Deity!

    Joined:
    Jul 4, 2011
    Messages:
    388
    Location:
    Toronto
    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.
     
  2. [to_xp]Gekko

    [to_xp]Gekko QCT junkie

    Joined:
    Dec 16, 2005
    Messages:
    7,943
    Location:
    Seyda Neen, Vvardenfell
    the ffh2 manual should have an appendix with the GP tech priorities.
     
  3. w a i n y

    w a i n y Let's Play Deity!

    Joined:
    Jul 4, 2011
    Messages:
    388
    Location:
    Toronto
    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
     
  4. retro V

    retro V Prince

    Joined:
    Jun 9, 2006
    Messages:
    421
    Location:
    Location: Location
    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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