Unique people pretty underwhelming?

bbbt

Deity
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Oct 21, 2013
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Barring maybe the conquistadors, they are pretty cool flavor, but seem to be a bit of a waste of time in terms of actually building/buying them between the rng and the scaling cost. Or am missing something?
 
Egyptian, Mexican and I believe Siamese are one of the strongest of Great People.

I didn't get to build many because I shift+end turned to the end on France after military conquest but I got one that gives a commander +4 CS to all units in range and renames it "Archangel of the Terror". That was cool.

They do seem useful on immortal where you can play a bit looser. On deity they may not be worth it because it's a gamble. For instance Egypt has three that give small, medium, or large production to a wonder. That's 33% chance to be happy, 33% chance to be pissed, and 33% chance to be meh.

Overall they seem kinda win-more. If you can afford to be producing them instead of combat units or buildings then you're probably already winning.
 
Egyptian ones are really strong as there are 3 of them giving large bonuses to building wonders.

Others too have quite interesting effect, i.e. Han ones could boost science with codices and free tech.

It was Egypt that prompted this post, I basically got such poor rng that I got none of the wonder bonus civilians in like the first five I did.
 
Hmm... I very rarely build great people. Egypt is the exception as it is worth pulling the slot machine wheels in order to get some guaranteed wonders. But all the other civs with great people (before modern) are extremely hit and miss - to the point where I don't think it's usually worth rolling the dice. In modern you are usually beelining so again I rarely build them.

I think making it so you got a choice of, for example, 3 great people when you build one would be a good call!
 
Hmm... I very rarely build great people. Egypt is the exception as it is worth pulling the slot machine wheels in order to get some guaranteed wonders. But all the other civs with great people (before modern) are extremely hit and miss - to the point where I don't think it's usually worth rolling the dice. In modern you are usually beelining so again I rarely build them.

I think making it so you got a choice of, for example, 3 great people when you build one would be a good call!
Most conquistadors are very good. Many will fill your armies or Columbus basically reveals the entire map.
 
Most conquistadors are very good. Many will fill your armies or Columbus basically reveals the entire map.
I find most of my new world shenanigans end up being naval, and columbus is a nice to have rather than a must have. But a lot of that is probably down to playstyle.
 
The first one is quite cheap: The cost of a Tier 1 Infantry. That is pretty much always worth it. But it does downhill from there. The second one probably at least breaks even. But then you really should think about, whether you really want a third or a fourth one.
 
One of the Abbasid fellows gives two free specialists, it's a good deal. However I find that often I can't use some of them, because they have restrictions about only being able to be activated when you have fewer than two buildings in a district—Antiquity ones still counting.
 
The first one is quite cheap: The cost of a Tier 1 Infantry. That is pretty much always worth it. But it does downhill from there. The second one probably at least breaks even. But then you really should think about, whether you really want a third or a fourth one.
I often find the situation where I have nothing meaningful to build in a city in a second half of the age. That's when those great people become an easy choice.
 
With high production cities, at some points, your top 1 or 2 cities won't having anything to build except maybe that +4 food garden or bath, which makes it worth just pumping out great people every 3-4 turns. You can also convert production into science or culture, but if things have been going well, you might not have to worry about those yields as well.

After trying out most of the civs, sometimes in tight games I do miss those with great people who can help ensure I get the last codex or two or beat the Deity AI to a good wonder.
 
I often find the situation where I have nothing meaningful to build in a city in a second half of the age. That's when those great people become an easy choice.

Yeah, the only problem there is that if you're in that spot, you're probably pretty far ahead that they don't really do that much else.

But given that a lot of the UU in the game aren't like desperately impactful, it would probably be unbalanced if the unique great people were. It's only annoying when you just spent X production on them, and they give you back something you could have just otherwise gotten cheaper. Like I just spend 300 production to get a free unit that would have cost me 250 production.
 
I like the civs that have great people, and I think a lot of them have interesting and powerful effects.

I do find the act of producing them, walking them to the appropriate tile, and then clicking “activate” to be somewhat dull. They just kind of fade away into the ether and are easily forgotten.

I wish there was a screen in the UI somewhere that could remind you what you’ve achieved with the great people, showing a list of the UU’s you’ve activated.
 
I tend to build GPs towards the end of the era. I think that Alim can also be quite good - with a bit of luck and timing. And I tend to get the quest in which I have to build 4 in 20 turns.
 
I just think having some bad luck protection would make me more inclined to use them. Not much, something like a choice of 2 or 3, or an ability to sacrifice one to turn it into another maybe? Usually there's a few that are just almost useless to you in any game.
 
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