aelf
Ashen One
I've read the article on GMs before. IMO, though, the merchant city is difficult to set up. GMs don't come easily the way the GP or GS do. The lateness of this strategy's flowering is also a detriment as you wouldn't have been benefitting in the early to mid game period, which is the most important time to seal your victory. Burning a GS on Education, for example, might let you win the Liberalism race and allow you to get cavalry much sooner than the AI gets riflemen (a game winner), while merging a GM to a city will only give you a marginal increase in commerce each until you have enough of them (less likely to have an impact on the game).
I feel that on the higher levels, lightbulbing techs with your GS is much more important than merging it. The marginal increase in beakers each super scientist gives you is much less powerful than getting techs like Education and Physics much sooner than the AI (which is not something common on those levels due to the AI's bonuses).
In the early game, though, the GP is potentially more powerful. And considering how important the early game is, I think the GP is a contender for the most important great person title. +5 commerce makes it almost as powerful commercially as a GM and +1 hammer makes it almost half a GE. Hammers and commerce are very important early on, when you have enough food to grow your cities to their limits but have a need for science and productivity. Moreover, the money a shrine or two can bring you projects the power of the GP into the mid and late game period. All in all, it's a good deal.
I feel that on the higher levels, lightbulbing techs with your GS is much more important than merging it. The marginal increase in beakers each super scientist gives you is much less powerful than getting techs like Education and Physics much sooner than the AI (which is not something common on those levels due to the AI's bonuses).
In the early game, though, the GP is potentially more powerful. And considering how important the early game is, I think the GP is a contender for the most important great person title. +5 commerce makes it almost as powerful commercially as a GM and +1 hammer makes it almost half a GE. Hammers and commerce are very important early on, when you have enough food to grow your cities to their limits but have a need for science and productivity. Moreover, the money a shrine or two can bring you projects the power of the GP into the mid and late game period. All in all, it's a good deal.