So what's some guidelines for using great people?

laughingvulcan

Chieftain
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Feb 7, 2007
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So what are some guidelines for using great people? I understand specializing cities, so that, for example, a tech city should have an academy, and maybe a scientist super-specialist to live there. And it seems obvious that near the end of the game a resident super specialist might not be very useful. But how do you know if it's best to take the free tech advance (or partial tech advance), or save two GPs for a golden age? Or for a culture oriented city if its better to toss in the 4000 culture points that come with a great artist or take the 12 culture a turn that comes with the super-specialist? And so on. Thanks for any ideas....
 
Just some thoughts....

I like Golden Ages for building the Spaceship parts...

You can use a Great People to lightbulb some early tech if it is important for your strat. Some techs give you advantage if you get them first, like founding a religion, build a wonder, Great People. Some techs unlocks civics. Or you might get a great tech, everyone wants, so you can trade it, with all other civs (in the same turn) and get much more in return.

If you are aiming a cultural victory, try to calculate which way would be faster to achieve the Legendary Culture: the one time 4000 culture or the 12 culture/turn. The 12 culture/turn will be more if you have some buildings like Cathedrals. If you have 3 buildings that will increase your culture rate by 50% each, your specialist will be worth 30 culture/turn. On the city screen you can see how many culture points the city has and how may culture points it’s producing per turn. Just do the math. :crazyeye:
 
Welcome to CFC, laughingvulcan! :beer:

It's best to keep an open mind regarding how to use your Great People. Each leader, map, and game situation may lead to different uses. Lightbulbing techs is a favourite tactic for many, but make sure the tech is useful to your overall strategy.

For example, I'll often use my first Great Scientist to lightbulb Philosophy. Besides founding Taoism, which is nice to have in your back pocket, this also takes the shine off of Philosophy for the AI, which can help you in the race for Liberalism. Now, if I find myself in a genuine race towards Liberalism, I may use another Great Scientist to (partially) lightbulb the very expensive Education tech. But if I've got a clear Liberalism lead (say, no one else has Philosophy and/or Paper), then I'll find another use for the GS (usually in my science city, for an Academy, or if that's already built, as a super specialist).

Academies, by the way, are rarely useful anywhere but the science city. It's better to merge a "spare" GS into this city than to use him for an Academy anywhere else. Few cities, until the late game, generate enough science consistently to provide anything like the benefit you get from a settled GS in a city with a Library, University, Observatory, and Oxford University. Especially if you run the Representation civic.

Great Engineers are usually best used to rush wonders, but check which tech they'll lightbulb first; it may be more strategically useful than the wonder.

Great Prophets tend to be best for techs and/or shrines, as needed. Later in the game, once all the shrines have been built, it's usually best to just settle them in your best commerce city for the extra gold.

Great Merchants can be used for trade missions if the gold will be useful for unit upgrades and/or researching at a deficit. If neither of those options are crucial to your strategy, it's best to settle them in one of your best commerce cities. The +1 food can be very handy. Do check what they'll lightbulb, though, just in case.

I'm not overly fond of Great Artists unless I'm going for a cultural victory. I tend to use them for lightbulbing or for culture bombs. You'd have to get and settle a GA very early on to get the same total culture points as a great work. One warning about culture bombs, however: make sure you follow up by putting some culture-producing buildings in the city with the great work, otherwise you may find yourself losing the tiles the culture bomb gained.

A warning regarding golden ages: these are rarely useful unless you have a huge, well-developed empire. A GA, remember, adds +1 commerce and +1 hammer from every tile already producing at least one. Obviously, early in the game, with a small empire, few worked tiles, and several undeveloped tiles, this is going to be of very limited use. Also remember that each successive Golden Age requires an additional Great Person, making them more expensive. As AnitaGaribaldi said, the best time for a GA is during the space race, where the added production and commerce (for science) is valuable, and you usually have a big, well-developed empire to maximize its benefits. However, if you already had two Golden Ages previously in the game, you'll need four Great People to have a GA during the space race! How likely is that? Not to mention the fact that Golden Ages require you to leave several Great People just sitting around doing nothing for your civ for several turns.
 
Sisiutil^^

I'm with you. I always use GAs for lightbulbing or culture bombs. I hate letting them sit idle while I wait for more GAs to be spawned so I can go for a golden age. I don't know if this is necessarily the best thing to do, but like I said, I can't stand to see them not doing anything turn after turn.
 
I'm with you. I always use GAs for lightbulbing or culture bombs. I hate letting them sit idle while I wait for more GAs to be spawned so I can go for a golden age. I don't know if this is necessarily the best thing to do, but like I said, I can't stand to see them not doing anything turn after turn.

as i go up in difficulty levels i pop great people for tech more and more, to catch up to the AIs or to get a valuable tech for trading (once it's safe to trade it to the bad guys that is...i'm looking at you sisiutil!). i do love a prophet for profit if i found/capture a holy city, and gotta have an academy.

if i get the music GA i keep him sleeping til i get drama and some other stuff out of the way and then pop him. they can help with nationalism, democracy, and even liberalism:eek: ! for cultural victory games i have a feel for when settling/saving is better; my general rule is pre-liberalism, i settle, post-lib, i save 'em. the ones i'm saving i never pop til the very end, since sometimes the order the 3 hit legendary doesn't line up with my original estimate.

i don't tend to do golden ages at all. haven't won a game by space race in a long time tho, i remember how they're sweet with that.
 
I'm not overly fond of Great Artists unless I'm going for a cultural victory. I tend to use them for lightbulbing or for culture bombs. You'd have to get and settle a GA very early on to get the same total culture points as a great work. One warning about culture bombs, however: make sure you follow up by putting some culture-producing buildings in the city with the great work, otherwise you may find yourself losing the tiles the culture bomb gained.

Okay... So this gets to a question I've been pondering, and I'm not sure how to phrase it. What I felt was going on, and what you seem to be saying, is that the effect of one city's culture upon another has to do with the amount of culture being generated, rather than the total culture?

Definitely true re settling GAs -- if memory serves, a GA would have to sit in a town 500 turns to match the creation of a GW. (Base: obviously, other cultural improvements will shrink that.) However, if it's the number of culture points being generated in any given turn that has more effect on continuing to maintain strong borders, then there are times when it would be more valuable to settle them.

So, in a recent game, I had a city at the northwestern edge of my empire, bordered on two sides by Catherine. Worrying about her culture, and thinking that the game may work the way I've tried to describe it above, I decided planting the artist instead of having him paint would be the way to go. Is that right? I think I had about 12 culture points/turn there before I settled him, so basically doubled it.
 
Okay... So this gets to a question I've been pondering, and I'm not sure how to phrase it. What I felt was going on, and what you seem to be saying, is that the effect of one city's culture upon another has to do with the amount of culture being generated, rather than the total culture?

Definitely true re settling GAs -- if memory serves, a GA would have to sit in a town 500 turns to match the creation of a GW. (Base: obviously, other cultural improvements will shrink that.) However, if it's the number of culture points being generated in any given turn that has more effect on continuing to maintain strong borders, then there are times when it would be more valuable to settle them.

the formula here makes my head hurt but maybe you can interpret it better and it might hep with your question. i think the answer is yes, if you are currently putting out culture on each tile that helps more than if you one time bombed it but then didn't follow up.

i'm taking advantage of the garrison part of the formula atm in a game i do not want to win by domination (altho it's enabled). 3 of isabella's cities are seriously threatened by my culture, so i have enough of MY troops in the cities to reduce the chance of revolt *giggle*.
 
what very much surprised me was the last part of the calculation:
"next double the strength if the city has your state religion and finally halve the strength if the city has their state religion". i've never given them a religion on the theory that it just lets them build temples (or monasteries :eek: ) so it would be a 100% bad thing.

oops i'm getting off the topic of what to do with great people in general ain't i?
 
what very much surprised me was the last part of the calculation:
"next double the strength if the city has your state religion and finally halve the strength if the city has their state religion". i've never given them a religion on the theory that it just lets them build temples (or monasteries :eek: ) so it would be a 100% bad thing.

oops i'm getting off the topic of what to do with great people in general ain't i?
It's relevant to the discussion of what to do with a Great Artist.

My own experience with the game confirms the formula, or vice versa, near as I can figure. I've culture-bombed and claimed tiles only to lose them some time later. So my approach now is to follow up a culture bomb with cultural buildings, additional religions under Free Religion, and so on, in order to bolster the cultural output of the city and hang on to those tiles the GW claimed.

If you can't do that with that city (say it's going to be a production city devoted to military units), then maybe you should find another use for the GA.
 
I gather the bit of that formula relevant here is yourtileculture, but I'm not quite sure what that means. Specifically, I don't understand the word 'tile' in this context.

Btw, I looked at this article the other day for a different reason, when I was for some reason surprised that the strength of a garrison force figures into their ability to defend against flip. For whatever reason, I had previously assumed it was sheer numbers that mattered.
 
I gather the bit of that formula relevant here is yourtileculture, but I'm not quite sure what that means. Specifically, I don't understand the word 'tile' in this context.

Btw, I looked at this article the other day for a different reason, when I was for some reason surprised that the strength of a garrison force figures into their ability to defend against flip. For whatever reason, I had previously assumed it was sheer numbers that mattered.
So Infantry (strength 20) are better able to defend against culture flipping than Riflemen (strength 14)? And here I've been piling obsolete units into cities under threat of a culture flip, when apparently I should use a smaller number of more contemporary units. Interesting.
 
So Infantry (strength 20) are better able to defend against culture flipping than Riflemen (strength 14)? And here I've been piling obsolete units into cities under threat of a culture flip, when apparently I should use a smaller number of more contemporary units. Interesting.

Yes, but their CultureGarrison value is not their attack strength. A rifleman has a CultureGarrison value of 8, for instance; infantry has a CultureGarrison value of 10. Lions are a 0.
 
Yes, but their CultureGarrison value is not their attack strength. A rifleman has a CultureGarrison value of 8, for instance; infantry has a CultureGarrison value of 10. Lions are a 0.
Lions are 0? :lol: What about in ancient Rome? Throwing criminals to lions had enormous entertainment value!

How is this value determined? Or is it just arbitrarily set in the XML?
 
to get back to topic and to contradict a bit of the generally excellent advice Sisiutil gave above, I give very much attention to the secondary output of the settled Great People.
So I'll be very happy to settle a great artist for the gold, even late game, in
- a border city (enough to fight back the AI's culture, not enough to grab too many tiles and piss him off)
- wall street city, if I'm not running cultural and don't have a hard time fighting back the neighbour's culture.

Some for great merchant :
- I settled the guy in wall street city very often (not late game though, it's so good to get 4000 gold from the trade mission :))
- or I settle him in a good production city lacking a bit of food (I'll build a bank there for a better money output, though, if I don't have too much other things to build now)

And when going for space, I'd settle the great engineer, the prophet, or even the scientist (1 hammer, it can make a whole turn difference ;)) in the cities needing it the most (= the one finishing last)
 
Some for great merchant :
- I settled the guy in wall street city very often (not late game though, it's so good to get 4000 gold from the trade mission :))
Interesting--I find that by the late game, gold is usually not a problem. It's in the mid-game that I really need it to finance deficit research and unit upgrades. So my mid-game GM (such as the one from Economics) almost always goes on a trade mission, while a late game GM usually gets settled in the Wall Street city.
 
Interesting--I find that by the late game, gold is usually not a problem. It's in the mid-game that I really need it to finance deficit research and unit upgrades. So my mid-game GM (such as the one from Economics) almost always goes on a trade mission, while a late game GM usually gets settled in the Wall Street city.

US can help using up a good deal of gold ;)
I'm a very generous spender :D
 
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