Rekk
Deity
- Joined
- Dec 9, 2017
- Messages
- 2,608
All of this is how Great Artists, Great Writers, and Great Scientists have worked for years, but they are based on empire yields.I also agree that the new Great Person expenditure calculation will cause incentives that will make things very 'gamey'.
Because the last 10 turns of 4 cities are used, then it would be in my interest to:
*Keep top 4 cities on the science/culture/gold process for 10 full turns before a great person was expected. this seems unnatural and gamey
*Do city bonuses count? Such as clearing a barbarian camp or a +X resource in a city event? If so, then timing those before expending a great person is incentivized. This could also lead to weird exploits like saving a bunch of writers and expending them all at once.
*Not settle new cities
So every aspect of the game would be affected by this one change
Edit: Also, this would mean civs that are way in the lead already would get the most benefit from expending great people. In my opinion, great people should be a way for civs that are behind to dig themselves out of a hole. If a civ is barely making any money then a great merchant will have no benefit? But if you're making tons of money then the merchant will give you lots more? That sounds backward
The 4 city average was meant to balance between tall and wide playstyles. I didn't want it based solely on the capital. I could add phantom cities that contribute 0 production if you have fewer than 4 cities!
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