Placing a Great Person on a poor tile?

Does anyone else think this is quite a small bonus?

A normal tile improvement will give a 2-3 bonus itself, so the net bonus of this ability is 2 or max 3 extra yield.

This seems paltry compared to civ 4 (which gave the city I think +1hammer +6 science).

Whats more, you have to have a citizen working the tile (hence feeding it) whereas in civ4 the super citizen didnt need to be fed or use a population from the city to work.

I guess this depends on how costly science advances are.
 
I guess this bonus is quite small. I guess you will pop a lot of GP for golden ages until you get diminishing returns.

Hum, I would put an Academy on a Grassland near a river, so the city probably would always work it.

Too bad you can not unload a lot of experience on a unit with a great general.
 
But actually a great general is VERY powerful in this game.

Having +25% strength for ALL nearby units can change the entire game.

having 2 extra yield from a tile doesn't exactly make me feel all warm and fuzzy inside.
 
But actually a great general is VERY powerful in this game.

Having +25% strength for ALL nearby units can change the entire game.

having 2 extra yield from a tile doesn't exactly make me feel all warm and fuzzy inside.

yeah, but great generals can build a powerful building as well.

great scientists can build a building

great artists can culture bomb

and you can spend great people to trigger a golden age...if you don't wanna build a university you do have other options.

i assume we can still just settle our great people in a city as well?
 
Remember that with gold and science being produced independently (i.e. no slider), science will probably be harder to produce (I believe it's 1 per pop plus 2 per specialist). So +5 science is equivalent to 2.5 specialists. (If you have a university, that will increase it +7.5 science.) True, it might not be as good as civ4's +50% science, but I'm not sure the two are directly comparable.
 
But remember that the tile has to be worked. So you kind of have to look at the opportunity cost.

What is the yield for example of a hill with mine? or a jungle with university (+2 science)...

Therefor its not even +5 science (which as u said is worst than +50% science) but rather +3 (even +2) science.

On the one hand u can look at it as converting the yields from production/commerce to pure science.
 
Even better would be a popup as the improvement is being placed, along the lines of:

"Einstein senses a valuable resource lying beneath this earth, are you sure you wish to build here? YES/NO
 
you can't really use it as a prospecting tool because if there was no resource then it would settle the scientist.
 
[Ninja'd by homan!]

That would be a pretty costly prospecting device, though, since the popup wouldn't appear if there was no resource there.

Another possible solution would be to allow GP improvements to revert to actual GP if a resource pops up, so you can then move that improvement elsewhere. Not sure if that's ideal, but it's the best I can come up with at the moment.

Honestly, this has worried me since I first heard about GP improvements. I'm hoping there's a good solution for this.
 
Even better would be a popup as the improvement is being placed, along the lines of:

"Einstein senses a valuable resource lying beneath this earth, are you sure you wish to build here? YES/NO

"Spidey sense... tingling...."

:P
 
Honestly, this has worried me since I first heard about GP improvements. I'm hoping there's a good solution for this.

The solution is you have an interesting decision between keeping the improvement or getting the resource. I don't see why there needs to be a fix for this.
 
I'd say what the GP improvement should just take any resource beneath. That would be the easiest solution, plus additional bonus to the improvement.
 
i assume we can still just settle our great people in a city as well?
I think this option was not available when Greg activated the GS in his city. Thus settling has been replaced by the tile improvement. So the scientist can either make the tile improvement or bulb a tech, or trigger a golden age, the artist can make a tile improvement or a culture bomb or trigger a golden age etc.
 
I don't think I really like GP buildings as tile improvements. One of the few things I wish they'd left alone. I guess these can be pillaged now by an invader. Meh...
 
I don't think I really like GP buildings as tile improvements. One of the few things I wish they'd left alone. I guess these can be pillaged now by an invader. Meh...

Actually I think that's kind of cool... especially if I'm the invader. :viking:
 
The probability of having an unrevealed resource on a random tile (say only Coal, Oil, Aluminium or Uranium) should be relatively small. Nevertheless, just the idea of this waste of a GP annoys me.

Are there terrain types where none (or few) of these 4 strategic resources can be found? If marshland was an ideal tile for the GP improvement, then going back to a previous save to look for a former marshland tile doesn't sound fun.

In Civ4 you could get 1800 coins/bulbs or more for a Great Merchant. This compared to settling the GM as super specialist in a city for a modest +1 food and +6 coins. But it was a safe investment, as safe as the city itself.
 
I don't think I really like GP buildings as tile improvements. One of the few things I wish they'd left alone. I guess these can be pillaged now by an invader. Meh...

Pillaged improvements are not completely destroyed, like in previous versions of Civ. They are merely "damaged" (knocked out of use) until repaired by a worker.

So, you cannot destroy GP improvements without building over them with a new improvement.
 
That's a good point I hadn't thought of. You're right - that would suck. Especially since the later revealed resources (uranium, oil, etc.) tend to appear on low yield tiles.

So true. I wonder if they thought about this as well.

Maybe GP improvements connect the resource if it was discovered to be sitting on top of GP improvement. I hope this is the case...
 
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