Too many GP's

Would you not edit the Citizen files and take down the GP points they give?
 
Well, you could go through each item (buildings, specialists, etc.) that give GPP and take them down a couple notches, but I would imagine that there's also some kind of threshold value in the global defines XML that would increase the number of GPPs needed to create a GP that would not require changes to all the code. Open up the file and do a search for "GP" or "GREAT_PERSON" or "GREAT_PEOPLE" or something like that. See if anything turns up...
 
Well, you could go through each item (buildings, specialists, etc.) that give GPP and take them down a couple notches, but I would imagine that there's also some kind of threshold value in the global defines XML that would increase the number of GPPs needed to create a GP that would not require changes to all the code. Open up the file and do a search for "GP" or "GREAT_PERSON" or "GREAT_PEOPLE" or something like that. See if anything turns up...

OK, I think I found it. Thanks!

Code:
	<Define>
		<DefineName>GREAT_PEOPLE_THRESHOLD</DefineName>
		<iDefineIntVal>100</iDefineIntVal>
	</Define>

I'll have to play with this to find out what that new threshold number should become. Right now, I've got too many GP's showing up, which allows CIVs to rush through the Tech Tree. It's messes up the "historical" feel of the scenario. I've already lowered the GP research bonus. With fewer GPs showing up during play, this ought to balance things out.
 
Back
Top Bottom