What to do with Great People?

Pretty simply, a Golden Age gives you +100% :gp:, and allows you to swap civics without anarchy, among other things. Flip into Caste/Pacifism, adopt a religion if necessary, and have two or three cities run Scientists. By the end of the Golden Age they'll have accumulated a lot of Great Person Points, if not popped a Great Scientist outright.
 
Pretty simply, a Golden Age gives you +100% :gp:, and allows you to swap civics without anarchy, among other things. Flip into Caste/Pacifism, adopt a religion if necessary, and have two or three cities run Scientists. By the end of the Golden Age they'll have accumulated a lot of Great Person Points, if not popped a Great Scientist outright.
Ahhhh, awesome. I'm definitely going to play around with that! Thanks.
 
@krikav
Nah, it's just that I don't still have a computer to fire an actual game. So instead I've recently spend an unhealty amount of time trying to figure out obscure pulp paths. The thing is that pretty much only interesting article on artists pulp path is feudalism, scientist is better for most else.To get to feud you first need philo and artist is not enough to pulp that. Here most of the prequisites (math, alpha, asthetics), you have to research anyway to get to any of the standard scientist pulps and philo often is your first or second pulp anyway. So at expense of researching drama we get two expensive, non-military early game techs (philo & music) to use as trade baits and also get access to relatively early feudalism.
Is it worth it? I don't know, I just been trying to figure out something worthwhile for great artist to do.
 
Civil Service: If you already have Currency, Code of Laws, and Metal Casting, this is actually a pretty nice bulb for a GM to help with.. Again, likely from the GLH city.
Why is Great Lighthouse important here? Why not from any other city?
 
GLH produces GM points; otherwise you’d have to build a market or get philosophy and switch to caste to run merchants to produce GM points.
 
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