Aussie_Lurker
Deity
I confess that this idea was borne out of a year long misunderstanding of how district buildings work. I always assumed that they only generated GPP's if they were worked by your population.....only today have I learned that merely building them will suffice. I feel that this is yet another area where there is a disincentive for going tall, rather than wide. I'd suggest that you should have to assign citizens in order to gain those GPP, thus encouraging people to go tall, at least in some cities, to get maximum benefit out of those districts (You'd still get the +2 for the district, automatically).
Another thought I've had is that working certain improvements-if built on resources-should generate GPP's too.....though probably only fractions of a point each. Mines over resources might help generate Great Engineer Points &, in some cases Great Merchant Points (Silver, Gems, Jade for instance). Quarries might also help generate Great Engineer Points, as well as Great Artist & Great Writer points. Dyes would also help generate Great Merchant, Great Artist, Great Writer & Great Musician points. These are just examples, of course. This would help create Great People, in the Classical & Medieval Eras, in categories that are currently under-represented (Musician, Engineer & Artist being the most notable).
Another thought I've had is that working certain improvements-if built on resources-should generate GPP's too.....though probably only fractions of a point each. Mines over resources might help generate Great Engineer Points &, in some cases Great Merchant Points (Silver, Gems, Jade for instance). Quarries might also help generate Great Engineer Points, as well as Great Artist & Great Writer points. Dyes would also help generate Great Merchant, Great Artist, Great Writer & Great Musician points. These are just examples, of course. This would help create Great People, in the Classical & Medieval Eras, in categories that are currently under-represented (Musician, Engineer & Artist being the most notable).