Specialists - what are they? How do they work?

mellojoe

Chieftain
Joined
Oct 24, 2011
Messages
29
I really don't understand Specialists. Am I supposed to be toggling on the blank icons and put people there? Why do my cities get -Health [:c5angry:] for Specialists? Are they unhappy because I have too few? Are they unhappy because I have too many? What is the deal?

How do I make specialists work? and what do I need to be doing with them?
 
I really don't understand Specialists. Am I supposed to be toggling on the blank icons and put people there?

Specialists are a way of assigning a city's population to produce a certain yield rather than work a tile.

Why do my cities get -Health [:c5angry:] for Specialists?

Because Specialists are assigned from your population; if it's listed under a different category in you Unhealthiness tooltip, it may be because the unhappiness rate differs from the normal one. There had been some argument about that, last I heard.

How do I make specialists work? and what do I need to be doing with them?

Honestly, nothing -- they're an option. You can use specialists to avoid growth. You can also use them when there are no tiles worth working. They're a tool to produce the kind of yield you're looking for depending on the kind of specialist chosen.
 
-Health may just be because the pop is assigned to a Biowell when not used as specialist.

I think there are two uses of Specialists: The Science ones can be somewhat useful later in the game to really maximize your science when you went for an "as tall as possible"-strategy. Culture Specialists can be somewhat useful in the midgame if you didn't start with Artists (which is not really a good strategy, but can occur if you like all-random-starts).

Other than that they're pretty underperforming in my opinion.
 
There might be some obscure situations where Growers or Traders might be useful (enemy blocking/pillaging improvements, new city with 3 pop that has not enough food to prevent starving, you need energy but don't have generators for some reason). But overall these two are useless. I don't think I have ever employed a grower.

And, yes, Hands Never Idle (+2 energy per specialist) makes Scientists "okay", but nothing more.
 
Specialists with no great persons is one of those moments I really scratch my head.
:agree:

I just don't see the value of specialists in BE.
 
Well, I could actually see them working if they were WAY stronger, as an "Invest in a tech/building and have a bonus for the rest of the game"-type of thing. Don't necessarily think are absolutely needed although I too wonder what has caused them to just strip the great persons completely and basically implement nothing to make them better.
 
They have their uses, but they're an after thought. Something for when you don't have anything better. Not something to plan a strategy for. Which makes the building that only provide specialist slots very underwhelming.
 
Specialists with no great persons is one of those moments I really scratch my head.

This.

But on a side note, I don't miss the chore of moving generals during wars :)

I'm just on my second game of BE on Soyouz and I don't find specialist usefull at all. Maybe I should use the scientist a bit more at least?
 
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