specialists

The main problem with the specialists seed improving specialists is the unequal availability of specialists. While I like the idea, there'd need to be some work to make sure that grower slots are accessible as scientist slots.

My favourite solution is +1 buffs to specialists on leaf techs. They should all provide base 3 yield and have +1 buffs on T2 (affinity) leaf techs. I like this since you can then make the decision to buff specialists you want to focus on, just like you do with improvements; but unlike improvements the buffs are always to the core yield, not other yield types. (Thus they really are "specialists.")

Code for policies that give -50% unhealth from specialists and -50% food consumed by specialists are both in the game's code, but neither was implemented. I'd really like to see these added to Knowledge, either as T3 or synergy policies. In my mind this would solve a bunch of issues -- it would not only make specialist-based economies possible, it would give Knowledge a strong health virtue to make the whole tree competitive with Industry and Prosperity, it would make Knowledge a much more tall-focused tree (vs. Prosperity with its wide focus), and it would make buildings like Cel Cradles and Civil Creches actually worth researching and building.

I've been playing with a mod for specialists for a while but unfortunately the game provides very limited tables for altering their yields with techs, virtues or other game elements, and I'm not familiar enough with lua to code new ones.
 
I'd say replace the extra covert agent from second tier 2 synergy and make it the 1/2 food from specialists and lose Cohesive Values so you can shift things downs and add the 1/2 specialist unhealth. Even if Cohesive Values is not useless because it still gets you closer to synergy bonuses and the virtues after it, it is still boring.
 
Scientist specialists are good, artists are decent, the rest are situational. Sure I'll work engineers in a city with no production or merchants if I'm negative gold but not under normal circumstances. Without great person generation the incentive is pretty small.
 
Sure, everybody takes rationalism. Science is king. :)
Really? I used bulbing only for exploiting overflow bug, or very late into the game. At least until public schools I built academies with GS-es.

FYI: In Civ V scientists were best used when saved until Labs and then burned with loads of base science. Academies were not the way to go unless the scientist was really early.
 
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