Your best and most useful Great Person?

What is the best Great Person?


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salty mud

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What, in your opinion and as a result of your style of play, is your favourite Great Person? Great Prophets seem to be a dime a dozen, it's harder to not have them than have them and unfortunately I find that they are the weakest of the GPs. Great Scientists are very useful for the tech boosting academies while Great Engineers have the rather useful ability of speeding along a building - useful for Wonders. But my vote is definately for the Scientist.

Great Spies, in my opinion, are utterly pathetic. A waste of a Great Person, useful only for a Golden Age.
 
Scientist, because while the others are helpful, early scientists can help you win the game. The academy is good for your capital and later scientists can bulb critical techs such as education and maybe philosophy. As the game goes on their use diminishes, but they are the most important part of any game I play. They are also easiest to get.

Merchants are equally as desirable but a bit harder to get. Late game, they are the most desired as the gold boost is always useful. If you create the Great Lighthouse, merchants will make you very happy.

Then you have engineers; speeding a wonder can help you capture a late wonder, or found Mining Inc, medieval-Renaissance era, these guys are the most useful to capture wonders, but near the end I'd still prefer merchants. Early ones are really good still.

Priests are ok, but I'd rather not have them so early, unless I have a shrine to make. They're also good one trick ponies for builbing theology and on rare occasions most of divine right to sell to other people. Not useful later on, but settled early prophets can give you an early game econ boost so you can keep expanding.

Artists are mainly for culture victories, occasionally or to quickly grant culture in newly conquered cities. Not really a priority outside of culture victories.

I hate great spies. Later on a scotland yard and settled spies can help you with spy missions but early on this things don't help much. Slightly more bearable if you have representation. Great spies help the most in a semi-isolated start where they refuse to trade anything with you, so you can just steal from them instead. Or any time you have trade averse neighbors.

Near the end any great person is good so you can start golden ages.
 
Just a quick word for Great Spies, if the AI has any form of tech lead against you they can be used to quickly gain the espionage points you need and then you send in your spies and put yourself back into the tech race.

Prophets once you get to industrial are very disappointing, only really good if you have a shrine otherwise they're really limited.
 
The +5 coins Prophets give can be useful... but by the Industrial period as you said +5 coins is barely anything.
 
GSpies can be useful for making an espionage city. If you happen across a couple, pick a high-food city and build SY there with one and settle the other. Run as many spies as the city can and settle any more GSpies. That city will take care of your empire's espionage needs for the rest of the game. Disclaimer: I'm still kind of a n00b.

Having said that, I voted for the Great Scientist. :D
 
If you hate Gspys, you never stole 20 techs just with him ;)
If one is useless on this list, it's the Prophet.
 
Tough choice between Great Engineer getting a crucial wonder or a Great Scientist for an academy or bulb on the Liberalism path. In the end I voted for Great Engineer (Ooh, Shiny!) but it's very close between Scientist and Engineer.

I don't consider Great Spies useless. If you run an infiltration, you can get his techs and then use the revolt instead of suicide siege when you attack his cities. Great Spies and Cavalry can run over another Civ pretty fast.

If I happened to have captured a good shrine Great Prophet might be the best, but that depends on circumstances. An Engineer or, especially, a Scientist you can count on being good.

Edit: Great Spies can give you the Espionage Points to steal the techs. Regular Spies then do the actual stealing. But successful spies are recyclable.
 
^ The only times I could possibly value an engineer over a GS:

1. I have a GS and want a golden age. In this case any non GS is good.
2. I am near railroad and want mining inc, the best corp in the game
3. Settled specs in a wonder cap using rep

Other than that gimme scientists all the way.
 
Great Engineer if the Pyramids are still available and you have excess food.

Otherwise Great Scientists before Scientific Method.

GMs probably best afterwards, although Priests are almost as good if you have a Holy City and the game is going to make it to Wall St.
 
This may get some hate, but I have found the great artist to be the most useful situational GP. For fun one time I sent my whole army at an AI captial and captured it. The city had several key wonders and 4 GG's, so I wanted it. Culture bombed one GA and settled the other and did not have to worry about Culture even though the city was surrounded by more culturally advanced cities.

As for my regular answer, I would have to say;

Great prophet if very early as +2 hammers and +5 gold is very nice in the early years.

Merchants after that for the gold.

Then Scientists for obvious reasons (Note the scientist is also just as good early on for the acadamy, but I would still prefer production over tech early on).

GS's are my utility players, but I am not good at espionage yet lol.
 
The Spies are useful for espionage bombs on whoever has the most tech.... instead of getting ONE tech from a bulb you can get several that way.... of course they're not as "fresh" but still hardly anything to sneeze at... they're pretty useless for settling though.... SY is a MUST if you want to run an EE...

Prophets are really only useful for building shrines if you've founded a religion, which generally you don't do in any serious games, so apart from that they're only useful for golden ages, scientist and engineers are useful for everyhing they can do, so I'd say they are tied for the best...
 
There are situations when they are all best.

I would say that the great scientist has most usages, but there are situations where any of the great persons is the best.
 
wait, what!?! GSpies can steal techs? and never get caught?
I gotta use that strategy in my next game :goodjob:

No, but you can 'infiltrate' a city, giving a great deal of espionage points against that player. Enabling you to steal techs.
You could also settle him, quadrupling your espionage rate if he comes before CoL.
 
I voted GE because I often need more hammers than I do beakers (I tend to overbuild cottages) and Mining Inc is just awesome. GMs are also good for Cereal Mills and GS for the academies.
 
Great Spies, in my opinion, are utterly pathetic. A waste of a Great Person, useful only for a Golden Age.

You've never been behind in techs when you got a great spy, then. Under those circumstances, they can be pivotal. You can easily steal 3,4 even 5 techs with the GS infiltrate enemy city action.

If I find myself in an isolated start or otherwise feel that I'll probably be falling behind in technology I will do what I can to try to produce a GS.

As far as the other ones go: Great Scientist is great to build the academy, but beyond that is nothing special. Engineers can give you a wonder.
 
Great Spies, in my opinion, are utterly pathetic.

If you settle most of your great people and you run Representation, I think you would feel differently.

They all have their uses. Artists are the ones that I struggle to use effectively since I have very rarely played for a cultural win, but they are useful for GAs and if you are going for culture they are extremely powerful.
 
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