Questions about great persons

yakvin

Chieftain
Joined
Mar 27, 2012
Messages
6
(1)
How much do they cost to generate?
I fond the following formula for standard speed: 300 + 30 * city population
(does this not increase with the amount of GP you already have produced, if so, does GP:s that you get from Policies and wonders count)

(2)
How much do they cost to keep?

(3)
If you create an improvement (Landmark, Citadel, Academy, etc) what happens to the tile? (is farms, roads, marble/iron, etc. removed?)

(4)
On what tile is it smart to place Landmark, Academy, Customs House and Manufactory?
 
If I recall correctly

1) First cost 100 points, and then another 100 for each you've generated.

2) Just like any other unit. So it will cost more later n the game or if you already have a large number of units.

3) The road stay, any other improvement is replaced, I think forrest or jungle are removed. You will get access to strategic resources but not luxury.

4) I try to place them on a tile that won't hurt my city. If I have a riverside farm I won't replace it, because it's better than my regular farm. I will often place it on wheat or sheep if available, they still get bonus from grainary or stable without their improvement.
 
1) First cost 100 points, and then another 100 for each you've generated.

So, if I get 1 GP from Policy, 1 GP from Wonders and I have "built" 1 GP in my capital. Then the next one will cost 400 for all citties (even my capital)?
And it does not matter it is a general, artist, etc?
 
I'm not sure if GPs from policies/wonders increase your global cost for future GPs. In general though it is true what Rex_Mundi says for ones that you make from specialists for sure. And that is in all cities, it's a global cost. Have a check on it in your next game, the great person tab on the left of the UI is very useful.

I think that 300 + 30*pop might be the number of hammers you get for using a great engineer to rush a project.
 
So, if I get 1 GP from Policy, 1 GP from Wonders and I have "built" 1 GP in my capital. Then the next one will cost 400 for all citties (even my capital)?
And it does not matter it is a general, artist, etc?

Generals are not the same type of Great People.. well.. they are Generated via combat, not by buildings (like the others). You need 200 XP for your first General, 400 for the next, etc. however, spawning the General via the Honor Policy does not increase it.
 
Free/gifted great people do not increase the gp points needed to generate own gp in your cities.

A non-river wheat tile is good for a gp improvement as rex said. A sheep can work too, however you need at least one pasture in that city to build a stable. If the stable is finished the sheep will get +1 prod even without a pasture. However with Fertilizer a pasture would also give you +1 food.
Usually I plant gp improvements on normal non-riverside grassland or plains. Bananas are similarly good as wheat - most of the time you even get the jungle underneath the bananas removed for free. You can also clear forests with a gp improvement which saves you worker time - you'll get the extra hammers just like a worker cleaned it. Not sure atm if Marshes get cleansed by it... if so, that would be a very good spot too.
 
Also one thing. some GP are never beneficial to use for GP improvment. GE allways better to catch a wonder (High level SP and MP sinc at lower levels like prince etc u can hard build everything and still get it first) SP allways better to get a free tech (take a later one) If u calculate the extra sci from imporvment + all the modifiers u still won t have enought turns in the game to generate enough to cover ne of the later era tech cost.

Also a lot of times., especialy if persia and or having chitzen iza (or however u spell it) apart from GE and GS the rest might actually be better to use to fuel a GA then to make an improvment.
 
thanks for the hint... i'm very love with golden age everyday... hahahaha ^^
 
SP allways better to get a free tech (take a later one) If u calculate the extra sci from imporvment + all the modifiers u still won t have enought turns in the game to generate enough to cover ne of the later era tech cost. .

Minor exception: When playing Babylon (DLC) who spawn a free GS the moment they hit writing , that one is often best used as an academy. (Tech costs very cheap at that point)
The many, many GS you spawn from their 50% increase in spawn rate though are indeed best used to blub techs, particularly those that increase value of RA agreements.
 
First 1-3 Great Scientists are well invested in making Academies rather than Great Bulbs.
 
I like to settle with Korea, bulb with Babylon, and golden age with Persia with my specialists.

Don't forget that you can get multiple great people each time if you sync their production progress.
 
However if you get for e.g. an artist and a scientist on the same turn, the cost for the next will still increase by 200, not just 100. So if you didn't really need that artist, you're severly slowing down your next and the total possible number of your scientists.
 
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