Things you only just now realized

1) Persian Immortals are seriously durable units. 2 warriors and an early capital attacking just one for a couple turns... and it can still shrug them off like peashooters, albeit horrible dented by the end of the ordeal. Liberty Representation works really super well when rushing with them and CBs.

2) Pacal loves Communism for some reason. Must be his funny headdress...
 
I didn't see Fountain of Youth in game until my ~250th hour of gameplay.

I got FoY in my third game, at that stage I didn't realise how to use it and just treated likr any other wonder.
No idea how many hours game play that was, I leave the game running all week, I may play a turn or 3 on week days.
According to the steam achievements I almost discovered El Dorado a couple of games later.
But finally got that one 4 games ago and it appeared again in my current game but not in my area.
FoY was on a ring map , E D on fractious large continents and Pangea.
 
I found it a logical change because I never used it for GA. However, with GG, it's meant to be an aggressive move, which is made clear by the Citadel helping to defend your new territory.
 
I found it a logical change because I never used it for GA. However, with GG, it's meant to be an aggressive move, which is made clear by the Citadel helping to defend your new territory.

Exactly. Now, the Great Merchant really needs a re-balance, as it's really the only GP that you never want to spawn.
 
Just need to increase the gold from a GM tile improvement. If it were 6 or 8 gold it would be more compelling, particularly after markets, banks, Commerce opener, etc.
 
Exactly. Now, the Great Merchant really needs a re-balance, as it's really the only GP that you never want to spawn.

Great Admirals are pretty useless, also. At the very least, they are the only great person which is completely useless depending on the type of game you are playing. Pretty much every other great person at least has SOME use, no matter what your play style is for that game. A great admiral has no use at all if you aren't a naval power.
 
Great Admirals are pretty useless, also. At the very least, they are the only great person which is completely useless depending on the type of game you are playing. Pretty much every other great person at least has SOME use, no matter what your play style is for that game. A great admiral has no use at all if you aren't a naval power.

They have one use outside of naval domination. They can scout the oceans early in the game to find all of the civs and CS's. But that's a pretty small niche if you ask me.
 
^ I don't mind Great Admirals because they're pretty much sui generis. I'm not going to be upset that I spawned one because I'm not missing out on getting something better because of it.

Exactly. Now, the Great Merchant really needs a re-balance, as it's really the only GP that you never want to spawn.

The good news about the Great Merchant is it's flaw is a question of degree, not effect. What it does - give you gold while improving relations with a CS - makes a lot of sense (especially in G&K where you have to do physical actions to be friends with CS). It just needs to be stronger. I still send a GM somewhere when I get one for the boost, but I don't actively seek them out.
 
The Great Admiral really needs to be fixed....

Would love to see it used like the great general - when attached to a fleet give it extra hit points and defense

It should also have some land use as well - would love to see the Great Admiral be able to move onto land (at least one hex) and create a 2x2 water way (ie a canal) - that would be very useful
 
The Great Admiral really needs to be fixed....

Would love to see it used like the great general - when attached to a fleet give it extra hit points and defense

It should also have some land use as well - would love to see the Great Admiral be able to move onto land (at least one hex) and create a 2x2 water way (ie a canal) - that would be very useful

Although I am happy with G Adm as is, I like these suggestions.
 
^ I don't mind Great Admirals because they're pretty much sui generis. I'm not going to be upset that I spawned one because I'm not missing out on getting something better because of it.

The good news about the Great Merchant is it's flaw is a question of degree, not effect. What it does - give you gold while improving relations with a CS - makes a lot of sense (especially in G&K where you have to do physical actions to be friends with CS). It just needs to be stronger. I still send a GM somewhere when I get one for the boost, but I don't actively seek them out.

I think the biggest problems with the GM are 1) that you have to move them to your desired CS, and 2) the Customs House doesn't produce enough gold. Each has an easy fix: you should be able to perform to Trade Missions any where (a la donating a Great Person as Sweden), and the Customs House should produce 10 base gold. While that seems high, a Manufactory produces 6 hammers, and if the Customs House were 8 gold, you'd still prefer the Manufactory.
 
I think the biggest problems with the GM are 1) that you have to move them to your desired CS, and 2) the Customs House doesn't produce enough gold. Each has an easy fix: you should be able to perform to Trade Missions any where (a la donating a Great Person as Sweden), and the Customs House should produce 10 base gold. While that seems high, a Manufactory produces 6 hammers, and if the Customs House were 8 gold, you'd still prefer the Manufactory.

actually I'd prefer GMs being able to do Trade Missions or pop for a GA like artists. I dont think they every GP needs to have a settle ability. As is they are actively a GP i have to plan on avoiding in some games, particularly when I havent checked city growth after pop 5 and they auto-filled a market. I dont think their GA would be an imbalance to the game and it makes sense since it provides a large sum of gold as well. Maybe they'd get a mini-GA that doesnt increase culture/prod/gold but instead increases happy/gold/prod while in it or something (standard 8 turns plus any GA modifiers or a flat 10 or 12 turns unmodifiable by GA bonuses).
 
What if you could settle a Great Admiral on a sea resource to further improve that resource... or on a plain water tile for more production or something? Great Admirals could be very beneficial for coastal cities with little production.
 
What if you could settle a Great Admiral on a sea resource to further improve that resource... or on a plain water tile for more production or something? Great Admirals could be very beneficial for coastal cities with little production.

I see some historical precedence for some of the other great people to build academies, cultural sites, manufactories or faith sites. Not quite sure on generals making castles though or great merchants making custom houses though (unless 90s colonization with stuyvesant counts). I am pretty sure there is little precedence of a great admiral become an expert whaler or fisherman though.

Maybe even let the improvement be some sort of naval training ground, allowing naval units some xp or promotions because they got a proper training ground for naval battles. Maybe let admirals or generals be able to rush military buildings (barrack, armory, walls, castle, ...) and military wonders.
 
i view generals becoming citadels more like they retired from active duty and because they were so 'great' a building named after or dedicated to them was built. something similar could be done with admirals but i'd prefer it be more like you could pop one for a free Seaport or reduced cost like GEs (might not be totally free but significantly reduced). or i could see in addition to insta-healing they could pop for a 10-turn bonus to naval combat and bonus to production of naval units/buildings.

my only real beef with admirals is their movement slows down mass transport for naval armies. an admiral can ride on a freaking caravel and keep up, haha.
 
Yes... a super seaport with the Admiral's name. That's a good idea. I was thinking of a barrack for ship building.

Oh, and another thing I just realized was that Napoleon always, always, always starts wars with me.
 
The Great Admiral really needs to be fixed....

Would love to see it used like the great general - when attached to a fleet give it extra hit points and defense

It should also have some land use as well - would love to see the Great Admiral be able to move onto land (at least one hex) and create a 2x2 water way (ie a canal) - that would be very useful

Ooh canals! I like that idea!

Am i the only one who actually settles GM? I mean i don't actively pursue them, but if I do get one for whatever reason, I'll send him to my money-producing city for extra gold. Is it the general concensus that sending him on a trade mission a better option?

I personally like the way the GG got the land-expansion option. Makes more sense, and as someone else said, GGs are the one GP that you do end up having a good amount of due to wars.
 
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