New Greatpeople class

Great angry citizen: Angry citizens give +1 great person rate each. Great angry citizens start period of anarchy or revolution, or maybe rivals could use them for sabotage or something like that.
 
I would like to see GP be able to do a bit more...maybe fold the merchants and this proposed explorer together into one unit (I'd go with explorer) who can either do a trade mission or discover new resources.

So too the great scientist could incorporate the great doctor, and the great prophet could pull diplomat duty (call it a great orator).
 
Here are my suggestions backed by proof:

New Great People Classes:
Great Explorer
Great Producer
Great Leader
Great Philosopher

New Abilities:
All Great People can found a city that they will automatically join. (Like Syracuse by a Greek inventor)

All great people can influence, whether by there might or cultural powers, diplomatic relation and can even be bargaining materials. (Prisoners have always been traded for revenge or to stop a war)

Great Explorers can increase the movement, line of sight, and attack of units when stacked with them. (Captains of ships were so influential that men would work to death to please them or suck up to them for promotions ;))

Great Philosophers can sway, without need of trade, enemies to stop conflict. (Diplomats are good but a philosophers can really benefit your diplomatic significance)

Great Producers can rush projects and create any corporation that is at disposal. (Bill Gates could be said to of rushed the Internet)

Great Leaders can make a city the capital. (Constantinople was made capital by a Roman Emperor)
 
If I made Civ:

Great Doctor-Attach to city to add +5 health +2 beakers +2 food(not balanced) or cure Plague (which has a much bigger role)
Great Negotiator-Attach to city to add -3 Unhappy +3 production or force opponent to accept 1 deal which he is close to
 
Great Farmer-increase food production in poor-producing cities.
 
Great Explorer: Would be spawned based on discovered tiles (or something like that)
- Better results with natives
- Can be settled in another capital to provide diplomatic boost
- Can explore without Open Borders treaty
 
as for doctors -

Jonas Salk ( discovered polio vaccine )

David Livingstone ( considered himself a missionary, mainly successful as an explorer )

Walter Reed (malaria work made building the Panama canal possible )
 
Florence Nightingale (Admittedly a Nurse not a Doctor)
Charles Darwin (more scientist I realise but his work lead to huge medical advances)
Francis Crick (1st described Double Helix)
James D Watson (1st described Double Helix)
Plenty of other people too, they don't necessarily have to be "Doctors" but people who have done great in the medicine field.

Great Explorer: Can settle in "enemy" city to provide Trade, Espionage and Diplomatic boost.
Great Spy: Can settle in "enemy" city to provide Espionage boost.
Great Diplomat: Can settle in "enemy" city to provide Diplomatic boost.
Great Merchant:Can settle in "enemy" city to provide Trade boost (perhaps a resource of that nation.

The explorers unique building should be something such as naval academy to give "Navigation I" and "sentry"

But then I don't want to see a watering down of the great person gene pool, I think giving more abilities to existing great people might be a better option.
 
Maybe a Great Explorer can be created every time you find a goody hut or capture a barbarian city. Those events would build up points for a great explorer.
 
Well surely things like first to prove the world is round, that sort of thing. Exploring where no one has explored before, or even just where you have not explored before. This would lead to lost of explorers in the early game, but this could be balanced by then not providing much when settled in a players city, and perhaps once currency is developed you can settle in an enemies city.
 
^Okay, so that's three. I just remembered Florence Nightingale, so that's four. The point is, unless they totally genericise great people (which I would not totally oppose), there wouldn't be enough people worthy of the title.

If you look hard enough, you'll find loads of people worthy of inclusion: Hippocrates, Mary Seacole etc. If a great doctor existed, prehaps he could build something like the Globe Theater but for unhealthiness?

Is there a way to count every tile you reveal, so 1 tile = 2 points, proving the world is round = 1000 points, 1 new continent = 200 points and every 1000 points you get a Great Explorer, who can do something like 'the villagers have provided you with a map' goodie hut event.

Great Angry Citizen would be cool: if you got 20 ACs in the empire, then a revolution might start and you have to fight units that the AI conscripts from your people and suffer massive riots.
 
I'd like there to be a "scholar" specialist and a "great scholar" great person in the game to replace scientists early on. It just doesn't make much sense to be running "scientist" specialists around 1000 B.C.

Scholars would provide +2 culture and +2 research (and +3 great scholar points). Great scholars would provide +5 culture and +5 research.

Aside from settling, bulbing, and golden ages, great scholars could also construct a Museum building in any of your cities, which would give +2 culture, +25% culture, and +25% science.

After researching Mass Media, great scholars could also be used to "Conduct a lecture circuit," which would be like a mix between a great merchant's trade mission and a great artist's culture bomb. It would provide a one-time boost of culture in a city (1/2 of a great artist's great work, so 2000 culture on normal) as well as a one-time boost of gold (like with a great merchant, but a little less). You could either bomb the great scholar at one of your own border cities, one of your cultural victory cities, or you could bomb him/her in a foreign city. Not only would you earn more money in a large, far away foreign city, as with great merchants, but that foreign city would be bombed with your culture as well (which may not make much of a difference, depending on how established that city is). (I don't know if you can currently do this with great artists. I've never tried bombing them in a city that wasn't my own). The gold would be enhanced based on the research output of the city being bombed, in addition to the size and distance. One strategy might be to try and bomb a weak foreign border city. Although you wouldn't get much gold from it, you could probably flip it (although by the time mass media comes around, most cities are going to have a fair amount of accumulated culture anyways).

Great scholar slots would be opened up by libraries (2) and universities (1), as well as caste system. The Great Library should also be changed to provide 2 free scholars. For scientists, instead, universities should open up 1 scientist slot, observatories should open up 2 scientist slots, and laboratories should open up 2 scientist slots as well. As mentioned before, caste system should open up free scholar slots, not scientist slots. Academies should open up 2 scientist slots, and museums should open up 1 scholar slot and 1 scientist slot. Researching scientific method should also open up 1 scientist slot in all cities, as well as giving like +1 science output to all science buildings (libraries, universities, academies, museums, observatories, and laboratories), in order to compensate for the loss of monasteries and the Great Library and such.

Names for great scholars might include Herodotus, Thucydides, Xenophon, Avicenna, Hegel, Descartes, Immanuel Kant, Diderot, Adam Smith, Karl Marx, Gibbon, etc. Basically, famous secular historians and philosophers (as distinguished from religious ones, who belong in the Great Prophet category).
 
I'd like there to be a "scholar" specialist and a "great scholar" great person in the game to replace scientists early on. It just doesn't make much sense to be running "scientist" specialists around 1000 B.C.

Scholars would provide +2 culture and +2 research (and +3 great scholar points). Great scholars would provide +5 culture and +5 research.

Aside from settling, bulbing, and golden ages, great scholars could also construct a Museum building in any of your cities, which would give +2 culture, +25% culture, and +25% science.

After researching Mass Media, great scholars could also be used to "Conduct a lecture circuit," which would be like a mix between a great merchant's trade mission and a great artist's culture bomb. It would provide a one-time boost of culture in a city (1/2 of a great artist's great work, so 2000 culture on normal) as well as a one-time boost of gold (like with a great merchant, but a little less). You could either bomb the great scholar at one of your own border cities, one of your cultural victory cities, or you could bomb him/her in a foreign city. Not only would you earn more money in a large, far away foreign city, as with great merchants, but that foreign city would be bombed with your culture as well (which may not make much of a difference, depending on how established that city is). (I don't know if you can currently do this with great artists. I've never tried bombing them in a city that wasn't my own). The gold would be enhanced based on the research output of the city being bombed, in addition to the size and distance. One strategy might be to try and bomb a weak foreign border city. Although you wouldn't get much gold from it, you could probably flip it (although by the time mass media comes around, most cities are going to have a fair amount of accumulated culture anyways).

Great scholar slots would be opened up by libraries (2) and universities (1), as well as caste system. The Great Library should also be changed to provide 2 free scholars. For scientists, instead, universities should open up 1 scientist slot, observatories should open up 2 scientist slots, and laboratories should open up 2 scientist slots as well. As mentioned before, caste system should open up free scholar slots, not scientist slots. Academies should open up 2 scientist slots, and museums should open up 1 scholar slot and 1 scientist slot. Researching scientific method should also open up 1 scientist slot in all cities, as well as giving like +1 science output to all science buildings (libraries, universities, academies, museums, observatories, and laboratories), in order to compensate for the loss of monasteries and the Great Library and such.

Names for great scholars might include Herodotus, Thucydides, Xenophon, Avicenna, Hegel, Descartes, Immanuel Kant, Diderot, Adam Smith, Karl Marx, Gibbon, etc. Basically, famous secular historians and philosophers (as distinguished from religious ones, who belong in the Great Prophet category).

Surely having a great scholar in the same game as Great Scientist is a bit strange, seeing as they basically do the same thing. It just sounds like an amendment to the Great Scientist.

EDIT: On my original question, is there an event like OnTileReveal or something that you could do:

Dim Points as integer
points = 0
...
OnTileReveal points = points+1
...
if points = 100 then CreateUnit GreatExplorer

or something like that
 
Well, when I think of scientists, I think of more strictly technical learning--research. Scientists are really a pretty modern invention. It's a huge anachronism to build a library in 1000 B.C. and run a scientist specialist. Even ancient thinkers like Aristotle who provided some foundations of what constituted "science" back then were more philosophers and information-compilers than people who performed controlled experiments, etc. In other words, they were scholars.

So, have scientists as a more modern specialist that doesn't obsolete scholars, per se, but that open up the option later in the game of giving just pure beakers, whereas scholars contribute both beakers and culture. If scientific method opened up scientist slots (perhaps you could even have the old buildings such as libraries open up a new scientist slot for every scholar slot that they had before, while keeping the old scholar slots as well), it would provide more incentive to research scientific method in light of how it obsoletes the research boost from monasteries.

There are historical flavor, as well as gameplay aspects of my reasoning here, and I don't think it would unnecessarily complicate things.
 
Meh... most of the scientists are either medics or scholars, so the names list would be a pain

Well, just switch the names list up a little bit to make it more realistic. Because a lot of the "scientist" names in the current scheme were not really "scientists" at all. They were scholars, some of whom touched upon some vaguely scientific topics in their time, but hardly in a scientific manner.

Also, I thought of two other uses for the Great Scholar that give city ruins some real flavor:
*Preserve ruins
*Perform an excavation

Both are unlocked by the Education tech.

Preserving ruins would rule out any food or hammer production from the tile, but would increase the commerce yield of the tile by +6 (so a riverside preserved city ruins tile being worked by a financial leader in a golden age would provide 9 commerce). The preserved city ruins would also provide a tradeable "artifacts" resource that provided +1 beakers to universities, and +1 culture per turn to museums (and maybe +1 happy to the city, or maybe empire-wide, as well, although there are already so many happy resources that by late game you end up with more happy resources than you know what to do with).

Performing an excavation would erase the city ruins, but give a one-time boost of gold, beakers applied to the next scholar-bulbable tech*, and culture-per-city depending on how old the ruins were. Perhaps just make it linear based on number of years elapsed, divided by 10, and scaled with game speed. So, on normal, a city ruin from a city that was razed in 1500 B.C., excavated in 1500 A.D., so 3000 years old, would yield 300 gold in general, 300 beakers towards the next scholar-bulbable tech, and 300 culture to each city in your empire! Quick border pops indeed! (In fact, guaranteed border pops to the 2nd pop automatically). Would be really good for doing after going on a rampage and conquering a bunch of cities. (As far as the game-speed scaling, on marathon speed, a 3000-year old ruin would give 900 gold in general, 900 beakers, and 900 culture per city (3 times as much). On epic, 600 gold and culture per city. On quick, 150 gold and culture per city). Also, scale the culture-per city to map size. This previous amount was assuming standard map size. For larger maps, make the culture-per-city proportionally less (a map with twice as many tiles would give half the culture-per city), and for smaller maps, make the culture-per-city proportionally more. And maybe one would have to adjust these base numbers somewhat after playtesting. I have no idea whether this particular base amount would be overpowering or underpowered. It certainly has unique flavor, though.

Note, also, that you can excavate ruins in the territory of any civ with whom you have open borders, and so can your open-border-friends excavate your city ruin sites! So you better get to the juicy ruins sites before they are gone! Also, there will be nothing on the tile info itself when you hover over it to tell you how old a city ruin is until you actually perform the excavation. So unless you witnessed the raising firsthand and made a note of it, you will never be sure how old the site is until you excavate it.

*Note: The scholar-bulbable techs: writing, mathematics, calendar, alphabet, code of laws, aesthetics, literature, paper, education, philosophy, liberalism, nationalism, economics, democracy, military science, communism, fascism, and mass media.

By the way, I do like the Great Doctor idea. Extra health is sorely needed by the endgame.

Also, there's already something similar to a "great diplomat" in the WolfRevolution mod, the "Great Mediator." It's a good idea, whatever it's called and whatever the specific functions are.
 
Back
Top Bottom