[MODCOMP] Great Specialists

Well then let me be the first to say, Please upgrade Great SPecialists Mod to include the latest version of Specialist Stacker Mod. No big hurry, just something on my wish list.

And a Sniper Mod sounds very interesting, is there a thread about it?
 
Jeckel said:
Well then let me be the first to say, Please upgrade Great SPecialists Mod to include the latest version of Specialist Stacker Mod. No big hurry, just something on my wish list.
I assume that you want me to update the great general, doctor and stateman as well?

Jeckel said:
And a Sniper Mod sounds very interesting, is there a thread about it?
Yep, here it is:
http://forums.civfanatics.com/showthread.php?t=163990
 
The Lopez: "I assume that you want me to update the great general, doctor and stateman as well?"

Well, if you already had it pulled apart, might aswell work the latest versions of those in there also. And if you did that, you might as well post updated versions of everything ;P
 
Ok, it's on my todo list now. But it will have to wait until I get the sniper mod released.
 
Ok, in the Great General thread I suggested that the new specialists you've created are unbalancing. What I meant by that was about the generation of GPP. I think its important to compare the GPP generation of the three new specialists with the 5 existing ones to find a suitable balance between all 8.

That's why I'm posting this in this thread rather than the others, cause I am assuming the three new specialists will be included together.

So I made a tally of the sources of GPP for the 5 existing specialist classes:

Scientist:
Spoiler :

- The following buildings provide points towards generating a great
Scientist:
- Great Library (2)
- Space Elevator (2)
- Scotland Yard (1)
- Oxford (1)
- Red Cross (1)


- The following buildings allow the citizens to be specialized as
Scientists:
- Observatory (1)
- Library (2)
- Labratory (1)


- The following buildings provide free Scientists:
- Great Library (2)



Merchant:
Spoiler :

- The following buildings provide points towards generating a great
Merchant:
- Colossus (2)
- Eiffel Tower (2)
- Great Lighthouse (2)
- Versailles (2)
- United Nations (2)
- Statue of Liberty (2)
- Wall Street (1)
- Forbidden Palace (1)


- The following buildings allow the citizens to be specialized as
Merchants:
- Market (2)
- Grocer (2)
- Wall Street (3)


- The following buildings provide free Merchants:




Engineer:
Spoiler :

- The following buildings provide points towards generating a great
Engineer:
- Hanging Gardens (2)
- Pyramids (2)
- Pentagon (2)
- Three Gorges Dam (2)
- Hagia Sophia (2)
- Ironworks (1)
- West Point (1)


- The following buildings allow the citizens to be specialized as
Engineers:
- Forge (1)
- Factory (2)
- IronWorks (3)


- The following buildings provide free Engineers:





Prophet:
Spoiler :

- The following buildings provide points towards generating a great
Prophet:
- Angor Wat (2)
- Chicken Itza (2)
- Stonehenge (2)
- Oracle (2)
- Spiral Mineret (2)
- Religious Shrine (1)


- The following buildings allow the citizens to be specialized as
Prophets:
- Temple (1)
- Cathedral (2)
- Angor Wat (3)
- Religious Shrine (3)


- The following buildings provide free Prophets:



Artist:
Spoiler :

- The following buildings provide points towards generating a great
Artist:
- Broadway (2)
- Hollywood (2)
- Notre Dame (2)
- Rock & Roll (2)
- Kremlin (2)
- Parthenon (2)
- Taj Mahal (2)
- Globe Theater (1)
- Hermatage (1)
- Heroic Epic (1)
- Mt. Rushmore (1)


- The following buildings allow the citizens to be specialized as
Artists:
- Globe Theater (3)
- Theater (2)
- Broadcast Tower (2)


- The following buildings provide free Artists:



From this list we see the following rules for GPP generation:

- World wonders always give 2 GPP
- National wonders always give 1 GPP
- There is only one instance of free specialists (the Great Library)
- There is a hesitancy to give too many GPP too early
- There is only one instance of a World Wonder giving the ability to place specialists (Angor Wat)
- Only wonders generate automatic GPP

- Each specialist type has one national wonder that seems to correspond with it directly, and that national wonder allows 3 of that specialist to be placed:
- Oxford for scientist
- Wall Street for merchant
- Ironworks for engineer
- Globe Theater for artist
- Religious shrine for prophet

- Total GPP automatically generated from buildings:
- 17 for Artist
- 14 for Merchant
- 13 for Scientist (if you include the free specialists)
- 11 for Prophet
- 10 for Engineer

- Total specialists allowed to be placed for each grouping:
- 10 Scientists
- 10 Priests
- 10 Merchants
- 10 Artists
- 6 Engineers

It clearly seems they were trying hard to balance all these specialists. It looks quite clearly also that they decided engineers to be the most powerful of the GP's (and they are) so they decreased the amount of them. It also seems that Firaxis didn't consider the Artist to be particularly powerful, at least in the late stages of the game (and I'd agree). So the effects of the great people should affect how many points are given to them.

One must also note that Artists, Merchants and Scientists are all unlimited under Caste System, whereas prophets and engineers are not. We must consider how to include these new specialists with Caste System. My recommendation is to include doctors under caste system, but not generals or statesmen. Give a free statesman(or two, but no more) in the capitol when under bureaucracy. And just have no civic adjustment of soldiers/generals since I consider them fairly powerful.

Lets compare the simple counting of GPPs to the new great people you suggested, also including the points that end up being taken away from existing specialists:

- Total GPP automatically generated from buildings:
- 16 for Doctor (if you include the free specialists)
- 24 for General (if you include the free specialists)
- 35 for Statesman (if you include the free specialists)

- 12 (-5) for Artist
- 9 (-5) for Merchant
- 11 (-2) for Scientist (if you include the free specialists)
- 11 for Prophet
- 7 (-3) for Engineer

- Total specialists allowed to be placed for each grouping:
- 11 Doctor
- 8 Soldier
- 10 Statesman

- 10 Priests
- 7 Scientists
- 7 Merchants
- 7 Artists
- 6 Engineers

Ideally, if these three new specialists are going to fit in seemlessly with the 5 existing specialists things will need to balance. Both with the points you are giving the new specialists and the points you are taking away from the existing ones. From the list above, the placement of specialists seems to be balanced, but the automatic points (counting GPP from wonders and free specialists) is drastically out of line, so I'm proposing a fix to balance all 8 specialists. I also recommend the 3 new ones follow the same general rules put forward by the 5 original specialists therefore I propose the following:

Spoiler :

- The following buildings now provide points towards generating a great
general:
- Heroic Epic (1)
- National Epic (1)
- West Point (1)
- Mt. Rushmore (1)
- Scotland Yard (1)
- Pentagon (2)

- The following buildings now allow the citizens to be specialized as
soldiers:
- West Point(3)
- Castle (2)
- Dry Dock (1)
- Jail (1)


- The following buildings now provide points towards generating a great
statesman:
- Forbidden Palace (1)
- Versailles (2)
- Kremlin (2)
- United Nations (2)
- Taj Mahal (2)

- The following buildings now allow the citizens to be specialized as
statesmen:
- Forbidden Palace (3)
- Courthouse (2)
- Castle (2)


- The following buildings now provide points towards generating a great
doctor:
- Red Cross (1) + 2 free doctor specialists
- Military Hospital (1) (built by a great doctor)


- The following buildings now allow the citizens to be specialized as
doctor:
- Red Cross (3)
- Hospital (2)
- University (2)


Note that I have the Castle allowing 2 soldiers and 2 statesmen. I think this is historically appropriate since castles were both administrative and military centers. Also in my experience (correct me if you've seen otherwise) castles don't get built that much, so this would give some extra incentive to make use of them.

Also note that I've given Taj Mahal to the great statesmen, and taken it away from great artist.

And since there are few natural doctor related buildings in the game, I decided to strengthen the Red Cross and give out the only free specialists in all my recommendations so great doctor has parity with the other classes.

Since each of the original 5 specialists seem to have a national wonder that corresponds directly with their purpose, I've done the same with these three.

- Forbidden Palace corresponds to Statesmen
- West Point corresponds to Generals
- Red Cross corresponds to Doctors


This provies the following free GPP points:

- 8 for Doctor (if you include the free specialists)
- 7 for General
- 9 for Statesman
- 10 for Artist
- 9 for Merchant
- 11 for Scientist (if you include the free specialists)
- 11 for Prophet
- 7 for Engineer


- Total specialists allowed to be placed for each grouping:
- 7 Doctor
- 7 Soldier
- 7 Statesman
- 10 Priests (if you wanted to take away the 3 bonus from Angor Wat, then that would bring priests in line with the others)
- 7 Scientists
- 7 Merchants
- 7 Artists
- 6 Engineers
 
Ozzy,

I'll accept your suggestions on one condition:
Since you posted the suggestion then you should take ownership of validating the updated Great Specialists mod with the new changes when I put them in. Does that sound fair to you?
 
OzzyKP said:
btw, i hope i'm not being obnoxious.
Yes you are :). You're just making more work for me :P.

OzzyKP said:
Validating how?
By taking the zip I send you containing the new version of the Great Specialist mod and playing a few games with it to make sure it works like you are expecting.
 
Cool, thanks. I'll send you a PM when its ready.
 
Last pre v1.61 patch update.
 
Updated to be compatible with the v1.61 patch.
 
Cool, looks good. Thanks for the rebalancing of the specialists. Have you considered my suggestions for having Statesmen affect city maintenance and having doctors affect health?

Also, a small point, according to your notes the new medic unit has a 20% withdrawal chance but can only defend. The withdrawal only works when attacking. So you might as well remove the withdrawal chance.

Looks good though, I'm going to download it and play it finally. :)
 
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