Dev Diary: Great People, Great Works
In this Dev Diary, I will list all Great People types and the Great Works you can put on display in your buildings with the appropriate slot.
The principle of this is similar to those in previous Civ games. The vast majority of Great Works you'll find yield Culture and Tourism but there are a few specific subtypes of Great Work that allow you to reduce or substitute one of those two yields for another. Relics for instance yield Faith and Pilgrimage instead of Tourism and Culture.
Great Works form the '
Exhibit' category of items you can collect, together with the Wildlife Exhibits listed in the previous Dev Diary. Great Works have a level of quality tied to them - this affects their Yields and Tourism and can be buffed via Cultural Heritage. Great Artists create Great Works of higher qualities than other Great People.
All Great People can now create Great Works as part of their Retirement abilities. Instead of having one unique Retirement ability as in Civ6, all Great Person types have the a set amount of Retirement available to them - This is largely so I don't have to sink hours upon hours pain-stakingly researching everyone, and can include more names. Each Great Person can only choose ONE Retirement ability. Picking one locks you out of the other options for that Great Person.
Regardless of Great Person type, all Great People will have 'create a specific type of
Great Work' and 'permanently join the City as a
Super Specialist' available to them as Retirement bonuses.
Additionally, all Great People now have an
Aura effect that benefits either nearby units or nearby Cities. Aura's of the same Great Person Type do not stack. Be careful when using Aura's though - Great People CAN be captured and opposing players can use the Aura effects against you.
There are seven types of
Great People: Artists, Commanders, Engineers, Merchants, Prophets, Scientists and Statesmen.
The
Great Work archetypes are the same: Literature, Art, Artefact and Music. However, Great Works are no longer homogenous, with each subtype either having different yields, or being compatible with different Buildings.
Great People Types:
Great Artists
Committed to the exploration of human nature, Artists visualize all the quirks of humanity in their unique style. Possessing skill in storytelling using their preferred medium, Artists are able to create masterpieces that are difficult to forget and easy to remember. The list includes Novellists, Poets, Playwrights, Painters, Sculptors and Composers. Great Artists are tied to the
Culture yield, and their abilities generally benefit your Tourism.
Aura Effect: Increase the City's
Culture output by +5% and its collective
Tourism Rating by +10%.
Retirement:
- Art Class: Joins the City as a Maestro Specialist: +5
Culture and +3
Great Artist points. This consumes the Great Artist.
- Beautification: Permanently increase the Appeal of this City's non-Breathtaking tiles by +1
- Comission Artwork: (3 Charges): Create a
Great Work from a Category of choice.
- Refurbish: Permanently increase the Cultural Heritage of either a Specific Structure (applies to all copies of that Structure) OR a Wonder (Natural, Architectural or Landmark) of choice. This consumes the Great Artist.
- Signature Masterpiece (2 Charges): Creates a Great Work of Pristine Value, unique to the Great Artist. The type of Great Work, and its properties depend on the Artist.
List of Great Artists
Great Commanders
'Great Commanders' are leaders of people, usually soldiers and troops, in the field of battle. They're exceptional due to their bravery, combined with good strategy and tactics. Most are military commanders, but the list also includes revolutionaries, guerilla warriors and explorers. Great Commanders aren't tied to a specific yield, as their purpose is to lead troops in battle, rather than govern. Their abilities benefit your army.
Aura Effect: Military units in range receive +50%
Morale Recovery, +20%
Strength and gain +1 extra
Experience point from Combat.
Retirement:
- Army Reform: (Choice): Permanently increase the
Supply Limit of Armies, Navies or Squadrons by +1.
- Inspiring Leadership (3 Charges): Nearby units belonging to Minor Powers or Barbarians join.
- Military Instruction: Permanently joins a city as a Marshall Specialist: +10
Experience to newly Recruited units and +3 Great Commander Points.
- Write Treatise: Consume the Commander and receive a Strategic Treatise, a Great Work of
Literature that gives +1
Experience per turn to Garrisoned Regular, Veteran and Samurai units when Displayed (in addition to a smaller amount of
Culture)
- Tactical Approach: Reduce Integration costs of Doctrine Techs by -50% for 3 turns.
List of Great Commanders:
Great Engineers
'Great Engineers' are practical scientists, looking at problems from a perspective of creation, rather than hypothesis. They're people of action: inventors and architects, mainly. Great Engineers are tied to the
Production yields, and their abilities generally improve your empire's industry.
Passive effect: +10%
Construction in the City.
Active abilities:
- Architectural Marvel: Consume the Engineer to immediately complete the construction of an
Architectural Wonder in this city. The Wonder receives +3
Culture.
- Groundbreaking Invention: Consume the Engineer and receive a Machine, an Artefact that gives
Production equal to
Culture.
- Instruction Manual: Consume the Engineer to receive a
Manual, a Great Work of Literature that gives
Production instead of Culture.
- Urban Development: (3 Charges) Permanently generate 3 miscellaneous Health Amenities and +5
Housing in this City
- Workshop of Wonders: Permanently joins the City as an Inventor specialist: +5
Production, +5
Food and +3
Great Engineer points.
List of Great Engineers:
Great Merchants
'Great Merchants' are self-made men and women who are known for either accruing considerable wealth, or using it for their own benefits. Most Great Merchants are entrepreneurs, but the list includes notable philantropists and patrons of the arts, as well as economic theorists. Great
Merchants are tied to the
Coin yield, and their abilities generally benefit the economy.
Aura: +15%
Coin in the City.
Retirement:
- Business School: Permanently joins the City as a Tycoon specialist: +5
Coin, +2
Production, +3
Great Merchant Points.
- Commercial Hub (2 Charges): Increase the Trade Limit of the target City by +2 (once per City per Great Merchant)
- Land Grab (2 Charges): Permanently Core this tile for your Civ, and all adjacent tiles around it. You don't need to own the tile.
- Real Estate (3 Charges): Permanently generate +3 miscellaneous
Happiness Amenities and +3
Housing in this City.
- Self-Help Book: Consume the Great Merchant and receive a Bestseller, a Great Work of Literature that provides a large amount of
Coin and
Tourism, but no
Culture.
- Trade Mission: Activate in a foreign City to receive
Coin based on Distance and the amount of Resources in that City. Establishes a Trade Route from that City to your Capital.
List of Great Merchants:
Great Prophets
'Great Prophet' is an umbrella for all sorts of Spiritual leaders. The majority are religious leaders who founded their own sects and religions, but not all of them. Some a merely theologians who expanded the philosophy behind their own faith, while others are lay men and women who demonstrated considerable piety. Great Prophets are tied to the
Faith yield, and their abilities generally benefit Religion and Pilgrimage.
Aura: +10%
Faith in this city and +50%
Religious Conversion rate for the State Religion in this city.
Retirement:
- Ascencion: Found a World Religion. Can only be used when under the maximum limit of Religions (usually 7).
- Conversion: (3 Charges) Convert 80% of the
Population in this City to the Prophet's Religion. The city exerts double Religious Pressure towards its new majority Religion for 20 turns.
- Memorabilia: (2 Charges): Create a
Relic (Artefact) on the first charge and a
Scripture (Literature) on the second charge. Both of these Great Works generate
Pilgrimage and
Faith.
- Miracle Worker: Consume the Prophet to turn this City into a
Holy City of your State Religion, increasing its
Pilgrimage by +50% and it
Great Prophet Points by +5.
- Reformation: (Choice) Consume the Prophet to either increase the Tenets of your State Religion by +1 or to discover a Tenet of your State Religion.
- note: Henry VIII has this charge available on his Clerics instead, as he cannot earn Great Prophets
List of Great Prophets:
Great Scientists
'Great Scientists' represent people of exceptional intellectual merit. Most of the Great Scientists you can earn were great theoretical thinkers and researchers in their field (usually a scientific field such as Physics, Chemistry or Mathematics), but also includes writers, philosophers and activists who had
intellectual, rather than political or spiritual intents behind their work. Great Scientists are tied to the
Knowledge yield, and their abilities generally benefit your Research.
Aura: +5%
Knowledge and +1%
Scientific Breakthrough chance in the City. Nearby Units recove +50% more Health per turn.
Retirement:
- Ars Intelligentia: Permanently join the city as an Academic specialist: +5
Knowledge and +3
Great Scientist Points.
- Codex: Create a Codex, a Great Work of Literature that provides
Knowledge instead of
Culture.
- Insight: (3 Charges): Receive a
Eureka! token.
- Scientific Revolution: For the next 10 turns, earn double
Knowledge from all sources. Once per Game per Player.
- Voyage of Discovery: Turn the Great Scientist into a Researcher with three Promotions of choice. This Researcher also gains +1 MP and +1 Sight.
List of Great Scientists
Great Statesmen
Natural born leaders, Great Statesmen are politicians of exceptional skill: able to win over those of neutral alignment with convincing arguements, Statesmen are leaders of nations, as well as people. Most Great Statesmen are politicians, diplomats, regents or nationalistic symbols, in addition to the usual heads of state or government. Great Statesmen are tied to the
Prestige yield, and their abilities generally benefit your diplomacy.
Aura: +5%
Prestige in this City, and all friendly Agent missions within a three tile range have +10% success chance.
Retirement:
- Charm Offensive: Increase relations with all known Players by 1 stage.
- Diplomatic Marriage:Instantly vassalize a friendly Minor Power. You cannot be dislogded as its Suzerain via peaceful means.
- This doesn't work on Minor Powers that have already been hit by a Diplomatic Marriage from another Player, or are under the effect of Gisela's Siegel des Kaisers ability.
- Governance: Permanently join the city as a Governor specialist: +5
Prestige, +3
Great Statesman Points.
- Memoir: Consume the Statesman to receive a
Memoir, a Great Work of Literature that provides
Prestige instead of
Culture.
- Spin Juicy Narrative: (3 Charges): (Choice) Consume the Statesman and set
Civil Unrest,
Crime or
Pollution in this City to half of what it currently is.
List of Great Statesmen:
Great Works (man-made Exhibits)
Below is a list of Great Works, sorted by Archetype.
As stated before, there are four main archetypes: Literature, Art and Music (which are created by Great People), as well as Artefact which are excavated by your Researchers. These are the only types of Exhibits to receive Theming Bonuses.
Theming Bonuses increase the collective

Yields of the Great Works by +50% PER SLOT(!) and double the

Tourism/Pilgrimage they generate. Conditions for Theming Bonuses will be listed below.
Literature
Poetry: +2
Culture; +2
Tourism (Title unique to GP)
Play: +2
Culture, +3
Tourism (Title unique to GP)
Codex: +2
Knowledge, +1
Tourism (The Secrets of [Great Person])
Manual: +1
Production, +1
Culture, +1 Tourism ([Great Person]'s Instruction)
Scripture: +2 Faith, +2
Pilgrimage (The Teachings of [Great Person])
Bestseller: +10
Coin, +1
Tourism ([Great Person]'s Guide To Success)
Memoir: +5
Prestige, +1 Tourism (The Life of [Great Person])
Strategic Treatise: +1
Experience to Garrisoned Units of the Samurai, Veteran or Regular Promotion Classes. +1
Culture. +1
Tourism. ([Great Person]'s Art of War)
All Literature receives +1 Culture per level of Quality. If the Literature doesn't receive Culture by default, its other default yield will be buffed instead
All Literature receives +1 Tourism (or Pilgrimage if applicable) for every 2 levels of Quality. (up to +3 at level 5)
Scriptures are not tied to Civilizations, but to RELIGIONS. (as such, they only combine with each other)
Poetry and Plays have identical yields but are displayed in different buildings, namely Libraries and Theatres respectively.
Theming Bonuses:
- Poetry: a full set of Poems from the same Civilization
- Plays: a full set of Plays from the same Era
- Scriptures: a full set of Scriptures and/or Relics of the same RELIGION
- Others: a full set of DIFFERENT Literatures of the same Civilization OR Age. (which can contain Poetry or Plays)
Art
Sculpture: +2
Culture, +2
Tourism
Painting: +2
Culture, +2
Tourism
Machine: +2
Production, +2
Culture, +1
Tourism
Geometric Diagram: +2
Knowledge, +2
Tourism (only obtainable via Great Artists and their 'Comission' ability)
'Art' and 'Artwork' are used interchangeably for this Exhibit, the latter specifically when refering to one unit.
All Art receives +1 Culture (+1 Knowledge for Diagrams) and +1 Tourism per level of Quality.
Art also receives extra Tourism per Age, starting at the age of creation. An Ancient Artwork will therefore have more Tourism than a Modern Artwork.
Sculptures and Paintings do not combine in Theming Bonuses.
Theming Bonuses:
- Sculpture: a full set of Sculptures from either the SAME Era, or from DIFFERENT Eras.
- Painting: a full set of Paintings from either the SAME Civilization, or DIFFERENT Civilizations.
- Others: a full set of DIFFERENT Artworks of the same Civilization OR Era. (which can contain Sculptures or Paintings)
Music
- Partiture: +4
Culture, +3
Tourism
Music only has one subcategory at the moment, the Partiture. Partitures do not scale with age, but provide a fixed amount of
Culture and
Tourism.
Yields can be increased via Cultural Heritage.
Theming Bonuses:
- Partiture: a full set of Partitures from the SAME Era or from the SAME Civilization.
Artefact
Artefact: +1
Culture Per Era, +1 Tourism per Era
Fossil: +1
Knowledge per Era, +1
Tourism per Era
Relic: +1
Faith per Era, +1
Pilgrimage per Era
The Quality level of Artefacts scales with your current Technological Era, meaning that they gain value as you advance.
However, unlike ART, the
age of the Artefact plays no part in this scaling. An Industrial Artefact generates as much Tourism as a Feudal Artefact.
Artefacts and Fossils are exclusive to Researchers. Relics can be excavated by Researchers OR created directly by Great Prophets or Great Artists.
Fossils are supposed to show up in Wildlife card pools, rather than at Dig Sites.
As in Civ5, players can choose between TWO Artefacts at any Dig Site, each belonging to a different player. This is because 'Nationality' is important when combining Theming bonuses.
Instead of being tied to Civs, Relics are instead tied to RELIGIONS.
Theming bonuses:
- Artefact: A full set of Artefacts from the same CIVILIZATION, or a full set of Artefacts and/or Relics of the same ERA.
- Fossil: a full set of Fossils of the SAME Age
- Relic: a full set of Relics and/or Scriptures from the Same RELIGION OR a full set of Relics and/or Artefacts of the same ERA.
I am open to adding more types of Great Works and Great People in future gameplay expansions :3
Cut Content: Great Explorers (instead of Great Admirals) as a Unique Great Person. I decided to merge Generals and Admirals as Great Commanders anyway, which left not enough room.