Amrunril
Emperor
- Joined
- Feb 7, 2015
- Messages
- 1,239
Looking ahead at the New Frontier Pass schedule, the November update promises “numerous new Great People”. Since such developments presumably take some time to prepare, I thought it would be a good time to start talking both about possible new great people and about broader improvements to the great person system.
Great Person Generation
Currently, the overwhelming majority of great person points are generated based on the corresponding districts and buildings merely existing. It makes sense for this long-term infrastructure investment to provide some baseline production, but making it so dominant over other factors makes great person races largely passive (with the notable exception of faith/gold purchases). Scaling back the relative importance of buildings and districts relative to projects and policies would allow players to make more active choices about which great people to pursue. Adding great person points to specialists would aid in this goal as well, and it would also provide a needed reward for city growth (and simply make specialists more interesting).
On a much narrower note, there’s currently an odd mechanism/possible bug where, due to cost modifications for great people ahead of the current era, an expensive great person will immediately be followed by two cheaper ones, which can then be awarded immediately. Since this phenomenon takes away the ability to make active choices about investing in these great people, reworking the relevant cost mechanic would make for a significant gameplay improvement with a relatively simple change.
New Great People
There’s been a lot of discussion of possible new types of great people, and while I certainly wouldn’t object to Great Entertainers or similar additions, I’d actually see new great people of the existing types as a higher priority. Over Civ VI’s development, we’ve gotten a huge variety of new civs, new wonders and new city states, but we’re still competing for the same three Great Scientists per era as we had on release. Adding more possibilities here would bring a lot of variety to the game. Similarly, adding great people to the future era (presumably with fictional or randomized names) would keep the mechanic from falling by the wayside as the game approaches its conclusion.
Unique Great Artists
Unique abilities on great scientists, merchants and engineers (and, to a lesser extent, admirals and generals) bring a lot of variety to the game and are one of the areas where Civ VI made major improvements over Civ V. Unfortunately, great artists, writers and musicians lack the same individuality. While they have do have unique flavor, in gameplay terms, one writer is identical to another writer, and one musician is identical to another musician, and artists vary only with regard to the theming mechanism.
I don’t think this needs to be the case. While I would keep some GWAMs purely as great work generators, I would also mix in great people who generate a lesser number of great works but who provide some other bonus while doing so. A great writer, for instance, might generate a work of writing and a random civic boost, while a musician might generate a work of music and add an amenity boost to broadcast towers.
These unique abilities could also add some distinct flavor to different types of cultural great people and works. I’d envision writer abilities being largely focused around civic advancement, with musicians tied more strongly to amenities, tourism and rock bands. Among artists, there could be a further breakdown based on great work types. Religious artists could, of course, have religion focused abilities, while sculptors could interact with wonders, production, and resources. Portrait artists could have abilities relating to other great people and to governors, and landscape artists could interact with appeal and national parks. Of course, all these patterns could have occasional exceptions, where appropriate for specific historical figures.
Reworking great artists in this way is probably the most ambitious change I’m suggesting here, and it would likely require a major rebalance of great works and great work slots. If implemented, though, I think it would be a great way of adding variety to cultural games, while also adding new ways of employing culture as a means of pursuing other goals.
Possible Great People
Below are specific ideas for great people that could be added to the game, including GWAMs incorporating the ideas above. My focus here is on game mechanics rather than names, but you should feel free to suggest historical names matching either these abilities or your own suggestions.
Great Scientists
Great Engineers
Great Writers
Great Artists (Sculpture)
Great Artists (Religious)
Great Artists (Landscape)
Great Artists (Portrait)
Great Musicians
Great Person Generation
Currently, the overwhelming majority of great person points are generated based on the corresponding districts and buildings merely existing. It makes sense for this long-term infrastructure investment to provide some baseline production, but making it so dominant over other factors makes great person races largely passive (with the notable exception of faith/gold purchases). Scaling back the relative importance of buildings and districts relative to projects and policies would allow players to make more active choices about which great people to pursue. Adding great person points to specialists would aid in this goal as well, and it would also provide a needed reward for city growth (and simply make specialists more interesting).
On a much narrower note, there’s currently an odd mechanism/possible bug where, due to cost modifications for great people ahead of the current era, an expensive great person will immediately be followed by two cheaper ones, which can then be awarded immediately. Since this phenomenon takes away the ability to make active choices about investing in these great people, reworking the relevant cost mechanic would make for a significant gameplay improvement with a relatively simple change.
New Great People
There’s been a lot of discussion of possible new types of great people, and while I certainly wouldn’t object to Great Entertainers or similar additions, I’d actually see new great people of the existing types as a higher priority. Over Civ VI’s development, we’ve gotten a huge variety of new civs, new wonders and new city states, but we’re still competing for the same three Great Scientists per era as we had on release. Adding more possibilities here would bring a lot of variety to the game. Similarly, adding great people to the future era (presumably with fictional or randomized names) would keep the mechanic from falling by the wayside as the game approaches its conclusion.
Unique Great Artists
Unique abilities on great scientists, merchants and engineers (and, to a lesser extent, admirals and generals) bring a lot of variety to the game and are one of the areas where Civ VI made major improvements over Civ V. Unfortunately, great artists, writers and musicians lack the same individuality. While they have do have unique flavor, in gameplay terms, one writer is identical to another writer, and one musician is identical to another musician, and artists vary only with regard to the theming mechanism.
I don’t think this needs to be the case. While I would keep some GWAMs purely as great work generators, I would also mix in great people who generate a lesser number of great works but who provide some other bonus while doing so. A great writer, for instance, might generate a work of writing and a random civic boost, while a musician might generate a work of music and add an amenity boost to broadcast towers.
These unique abilities could also add some distinct flavor to different types of cultural great people and works. I’d envision writer abilities being largely focused around civic advancement, with musicians tied more strongly to amenities, tourism and rock bands. Among artists, there could be a further breakdown based on great work types. Religious artists could, of course, have religion focused abilities, while sculptors could interact with wonders, production, and resources. Portrait artists could have abilities relating to other great people and to governors, and landscape artists could interact with appeal and national parks. Of course, all these patterns could have occasional exceptions, where appropriate for specific historical figures.
Reworking great artists in this way is probably the most ambitious change I’m suggesting here, and it would likely require a major rebalance of great works and great work slots. If implemented, though, I think it would be a great way of adding variety to cultural games, while also adding new ways of employing culture as a means of pursuing other goals.
Possible Great People
Below are specific ideas for great people that could be added to the game, including GWAMs incorporating the ideas above. My focus here is on game mechanics rather than names, but you should feel free to suggest historical names matching either these abilities or your own suggestions.
Great Scientists
- Instantly build a campus district. This ability can be used even in a city that already has a campus. While the limit of one district per type per city is a good mechanic, allowing it to be bypassed on an occasional basis would make for some interesting city planning and specialization choices. Great person abilities seem like a good way of enabling that. Equivalent abilities for other districts could be added for the corresponding great person types
- +1 Science from campus specialists Again, great people of other types could have corresponding abilities
- Begin research on a ______ era technology of your choice, ignoring prerequisites.
- +100% science from tile yields in this city
- Storm disasters have a chance of adding science yields to your tiles.
- Create a marine preserve, including the 6 adjacent tiles. This preserve acts as a national park, providing amenities and tourism.
- Reveal the position of Smart Materials on the tech tree and gain a Eureka towards it. The late game scientists were very much designed around the original science victory. Here are a couple designed to work better in the new system.
- Your exoplanet expedition reaches its destination after 40 light years of travel.
- Gain 500 Gold and +5 era score.
- +4 gold from trade routes to players with whom you are trading luxury resources.
- +5 Gold per turn from aerodrome districts and all buildings constructed within them
- Immediately gain 10 diplomatic favor for each of your active trade routes.
- Found a city, gaining 500 gold for each adjacent luxury. Cannot be activated on the same continent as your capital. Essentially, this would be a great person who acts as a settler with an additional gold bonus.
- Creates a new (randomly selected) city state. Immediately gain 3 envoys with this city state. Activate in a valid city location. City states have a tendency to disappear over the course of the game. Here’s a way to add one.
- You may purchase Terrestrial and Lagrange Laser Stations with gold in this spaceport (limit once per turn)
Great Engineers
- Begin construction of a wonder on this tile, ignoring adjacency requirements.
- Instantly build a flood barrier in this city (3 charges).
- Construct a synthetic refinery tile improvement, providing oil resources and production.
- Found a city on an ocean tile. This city may construct districts on adjacent water tiles.
Great Writers
- Gain a great work of writing and an inspiration towards a random _____ era civic.
- Gain a great work of writing. For the next 50 turns, your government gains an additional wild card policy slot.
- Gain a great work of writing. You may change governments and policies immediately, ignoring any anarchy that would result from this change.
- Gain a great work of writing. +10 points towards all current and future great people.
- Gain a great work of writing. For the next 10 turns, losing military units provides you with culture equal to their combat strength and generates no war weariness.
Great Artists (Sculpture)
- Gain a sculpture. +2 tourism from adjacent wonders. (2 charges)
- Gain a sculpture +400 production towards a wonder on an adjacent tile
- Gain a sculpture. This district’s adjacency bonus provides production as well as culture.
Great Artists (Religious)
- Gain a work of religious art. Spreads 600 pressure of your founded (or majority) religion to cities within 10 tiles. (2 charges)
- Gain an apostle following this city’s religion and a work of religious art (2 charges).
- Gain a work of religious art. This district’s adjacency bonus provides faith as well as culture.
- Gain a work of religious art. Your religion’s worship buildings generate +2 tourism.
Great Artists (Landscape)
- Gain a work of landscape art. Tiles adjacent to rivers in this city gain +1 appeal. (2 charges)
- Create a national park and gain a work of landscape art. (2 charges)
- Gain a work of landscape art. +2 culture from breathtaking tiles in this city.
Great Artists (Portrait)
- Gain a portrait and a governor title.
- Gain a portrait. Any governor in the process of establishing in this city becomes active immediately (2 charges)
- Gain a portrait. One adjacent great person gains an additional charge.
- Gain a portrait and an envoy. (2 charges).
Great Musicians
- Gain a great work of music. +25% tourism to civilizations with a city within 6 tiles of this district.
- Gain a great work of music. Broadcast towers provide 1 amenity from entertainment.
- Gain a great work of music and a diplomatic victory point.
- Gain a great work of music and a Rock Band with a free extra promotion.