Promethian
Warlord
- Joined
- Oct 23, 2014
- Messages
- 282
Currently each building we make in a specialist district allows a pop to work the district, up to a total of 3 per district. This mechanic is currently unfortunately weak. I bet most people don't even notice this is possible and the rest really only do it in edge cases to maximize production or when the pop gets high enough that normal tiles cannot be worked anymore. I think we could make this mechanic more useful through policies. Policies allow us to make the benefits of using specialists strong while inserting a cost of not being able to use a different policy.
Here are some of my ideas:
Wildcard - Each specialist working a district provides +1 great person points for that district's type. (This lets us get potentially more gpps than the other gpp policies but through less efficient placement of our workers)
Economic - Each specialist working a district provides X% greater resources of the appropriate type. (A doubling would make some districts an interesting choice, industrial specialists would spit out 4 prod each. Probably wouldn't be worth using alone even then but in combination with another specialist policy...)
Diplomatic - A district worked by a specialist reduces the effectiveness of enemy spies in that district by 1 (I don't think 1 per specialist would be healthy, don't want to make counterspying obsolete or make spying not worth the investment)
Military - Military units created in a city with one or two Encampment specialists start with one of the first tier promotions already assigned. With three Encampment specialists one of the second tier promotions is already assigned. Experience gain and scaling are as if the unit is new. (Remember you are giving up a production bonus or maintenance reduction for this unless you pick one of the militarist governments. Honestly I think a government that gives up stronger cards of the other types for military cards deserve something good. The better bonus with 3 specialists is because the Military Academy comes rather late)
Economic - +1 food and +1 housing in the city per specialist assigned to a district. (Careful management here means we can squeeze extra pops out of a city if this policy is kept. Before you scream OP! note that this is taking up an economic slot, you are giving something up)
Here are some of my ideas:
Wildcard - Each specialist working a district provides +1 great person points for that district's type. (This lets us get potentially more gpps than the other gpp policies but through less efficient placement of our workers)
Economic - Each specialist working a district provides X% greater resources of the appropriate type. (A doubling would make some districts an interesting choice, industrial specialists would spit out 4 prod each. Probably wouldn't be worth using alone even then but in combination with another specialist policy...)
Diplomatic - A district worked by a specialist reduces the effectiveness of enemy spies in that district by 1 (I don't think 1 per specialist would be healthy, don't want to make counterspying obsolete or make spying not worth the investment)
Military - Military units created in a city with one or two Encampment specialists start with one of the first tier promotions already assigned. With three Encampment specialists one of the second tier promotions is already assigned. Experience gain and scaling are as if the unit is new. (Remember you are giving up a production bonus or maintenance reduction for this unless you pick one of the militarist governments. Honestly I think a government that gives up stronger cards of the other types for military cards deserve something good. The better bonus with 3 specialists is because the Military Academy comes rather late)
Economic - +1 food and +1 housing in the city per specialist assigned to a district. (Careful management here means we can squeeze extra pops out of a city if this policy is kept. Before you scream OP! note that this is taking up an economic slot, you are giving something up)