Great Persons Advantages/Disadvantages

Daning said:
Not sure if this is the right spot for this question, but could anyone give me a link to a chart that shows which techs can be discovered by each type of GP. I've seen people mentioning the chart a few times, but I could not find it myself.

I posted my own spreadsheet a while back. You shoul dbe able to get to it here: http://forums.civfanatics.com/attachment.php?attachmentid=135892&d=1155721370. You'll need excel (or the reader) to view the table, though.
 
Thanks, Malekithe!

Looking at your spreadsheet, can one tell which 'scientific' tech will be picked first by a GS?

I guess more ancient techs will probably be picked first, but what if they belong to the same era? Is it determined randomly, and there's only limited opportunity for planning?
 
Daning said:
Thanks, Malekithe!

Looking at your spreadsheet, can one tell which 'scientific' tech will be picked first by a GS?

I guess more ancient techs will probably be picked first, but what if they belong to the same era? Is it determined randomly, and there's only limited opportunity for planning?

A Great person will pick the highest available tech in his column. For instance, to answer your earlier question, if you have Paper and Astronomy available to a Great Scientist he will always pick Paper first, as it is listed right above Astronomy.
 
I just played a game where my capital had a ton of plains, which is bad because I really rely on bureaucracy. but I was able to pump out a few great merchants and add them and it made my capital much more formidable.

doesn't happen all the time, but atleast if u need em great merchants are probably the best super specialists.
 
Some dissenting views:

Super specialists are very strong with pyramids/representation. I quite often install the pyramids engineer in my capital where he contributes to everything I build there for the rest of the game and gives 6 beakers too.

Scientists lightbulbing tech can also be very powerful on high levels, you can trade the lightbulbed tech for literally thousands of beakers' worth of other techs to catch up.

Merchants I generally cash to run 100% science for a while and/or upgrade troops. Typically you have more science than commerce improvements, so the cash infusion goes a long way.

Taking the short term view on GPs and national wonders can give you a successful war that you wouldn't have otherwise and ultimately win the game.
 
yavoon said:
I just played a game where my capital had a ton of plains, which is bad because I really rely on bureaucracy. but I was able to pump out a few great merchants and add them and it made my capital much more formidable.
Bureaucracy doesn't apply to the gold from the great merchants, as it's gold instead of commerce. With a capital that doesn't produce many hammers or much commerce, Bureaucracy isn't a good choice unless you move the capital.
 
Beamup said:
Bureaucracy doesn't apply to the gold from the great merchants, as it's gold instead of commerce. With a capital that doesn't produce many hammers or much commerce, Bureaucracy isn't a good choice unless you move the capital.

I used the great merchants for the food to work extra towns. and I dont want u to think i settled like 5 of em, i settled 2 and then a third later. and there is almost never a point moving my capital because I cross settle my capitals squares w/ 1 city and sometimes even 2 to work more cottages w/in my capitals fat cross, so my capital has vastly more towns than any place I could move it to could hope to have.
 
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