Announcement

Collapse
No announcement yet.

Civilization 4: Great People

Collapse
X
Collapse

  • Civilization 4: Great People

    Barry Caudill, Civilization IV Senior Producer on Great People

    Throughout history, men and women have emerged to perform great deeds, thus having profound and lasting effects on the world around them. They are people whose genius, vision, and perseverance set them apart from the rest. The development team at Firaxis wanted to recognize the integral role these visionaries have played throughout history, so we added a new feature in Civilization IV called "Great People". There are five types of Great People in the game: Artists, Engineers, Merchants, Prophets, and Scientists. Each can have a profound impact on your Civilization, just as in real life.

    Great People are created at the city level, as each city can generate "great people points" based on conditions and structures in the city. You can affect the amount of people points generated in several ways. One very dramatic way is through the creation of a great wonder. For instance, building the Pyramids will make it more likely the city will generate a Great Engineer, while building Stonehenge will make the city more likely to generate a Great Prophet. You can also generate more great people points by taking city population away from working the land and turning them into specialists. Certain Civics choices can work to make your specialists more productive and that can also have a positive effect on your great people point production.

    All Great People share certain common abilities that differ somewhat based on the type of great person. All can be used to immediately research a new technology with the type of technology determined by the great person – Prophets would give you a religion technology like Priesthood, Artists may give you a technology like Literature, and Merchants would perhaps give Banking. All Great People can also settle in a city for a period of time and give a constant boost to that city’s production, based on their type. Finally, all Great People can be used to trigger extra golden ages for your Civilization, with each subsequent golden age requiring more Great People. Each use of a great person consumes that unit and it is removed from the game.

    In addition to their common abilities, all Great People can also do one "really big thing," for lack of a better term. Each Great Person type has a specific ability and their effects can make an indelible impact on the game. Great Artists can make a great work of art that automatically gives that city a huge culture boost. Great Engineers can "hurry" the production in a city, giving you the ability to build a Great Wonder in one turn perhaps. Great Merchants can conduct a trade mission to a far away city and give you a quick and sizeable boost to your treasury. Great Prophets can create a religious shrine, but only in the city in which the religion was founded. Finally, Great Scientists can construct an Academy, a building which boosts a city’s scientific research and culture.

    When Great People show up in the game, they are represented by a unit that is only visible to the player. For all but one (Great Prophet), there will be an ancient and a modern representation of the unit. To add flavor, each Great Person will be named after a great person of that type from history. So you may find yourself with the likes of: Shakespeare, Nichola Tesla, Leonardo da Vinci, Marco Polo, Marie Curie, J.S. Bach, or Chuang Tzu, to name but a few! The Firaxis team has been playing Civ IV for over two years now, and we’re all really happy with the new level of depth the Great People feature brings to the game. We hope you’ll like it too!!

    Depending on how your Cities perform, they may also generate something else: Great People. Great People come in five categories: Artists, Engineers, Merchants, Prophets and Scientists. They are regular units, but with a few differences. They are invisible to all units and have a movement factor of 2. The most important difference with regular units is that Great People cannot be built: instead they are automatically spawned in Cities, depending on what those Cities are organised. As the player uses Specialists they gain Great People Points in the city that is utilizing the Specialists. These points determine which Great Person is created. Wonders also contribute Great People Points. Cities that specialise in science will generate Great Scientists, Cities that specialize in Culture will generate Great Artists. In the same fashion Gold leads to Great Merchants, Religion to Great Prophets and Hammers to Great Engineers. Research in specific directions can also influence what kind of Great People are generated.

    Another difference with regular units is that Great People are not generic units: they actually represent important historic persons, such as Plato, Michelangelo, Newton, Einstein, etc -- they all have a name. There are 165 unique Great People in total. Each Great Person you can use for one of four benefits. One benefit all Great People have is that you can trade a number of them in to trigger a Golden Age, which gives you a boost in Hammer and Gold output for a few turns (and you can do this more than once, unlike in Civ3). Another is that you can have them join a City, in which case they will become 'super specialists' that contribute a lot of resources to the City. They can also be traded in for a free Advance. The final benefit depend on the type of Great Person, see the table below. Each Great Person Unit can only be used once, after that it is consumed.

    The following types of Great People exist in Civilization IV:

    Type Graphic Focus Benefits
    Great Artist ? Culture
  • Help trigger a Golden Age
  • Join a City for +3 Gold and +12 Culture per turn
  • Create a Great Work that gives a City 4,000 Culture points
  • Discover a Cultural Advance
  • Great Engineer ? Hammers
  • Help trigger a Golden Age
  • Join a City for +3 Hammers and +3 Beakers per turn
  • Rush the production of a Wonder
  • Discover an Engineering Advance
  • Great Merchant Great Merchant Gold
  • Help trigger a Golden Age
  • Join a City for +1 Food and +6 Gold per turn
  • Can create a Trade Mission (use in a foreign City for a Gold bonus)
  • Discover a Commerical Advance
  • Great Prophet Great Prophet Religion
  • Help trigger a Golden Age
  • Join a City for +2 Hammers and +5 Gold per turn
  • Build a Shrine in a Holy City (one Shrine for every Religion)
  • Disvover a Religious Advance
  • Great Scientist ? Science
  • Help trigger a Golden Age
  • Join a City for +1 Hammer and +6 Beakers per turn
  • Can found an Academy in a City
  • Discover a Scientific Advance


  • Great Artists Great Engineers Great Merchants Great Prophets Great Scientists
    Homer
    Thespis
    Ling Lun
    Wang Xizhi
    Valmiki
    Virgil
    Kalidas
    Li Po
    Du Fu
    Jalal Aldin Rumi
    Dante Alighieri
    Yunus Emre
    Amir Khusro
    Ibn Muqlah
    Michaelangelo
    Raphael
    William Shakespeare
    Miguel de Cervantes
    Rembrandt
    Johannes Vermeer
    JS Bach
    Wolfgang Mozart
    Johann Goethe
    Ludwig van Beethoven
    Victor Hugo
    Vincent van Gogh
    Johannes Brahms
    Dvorak
    Mark Twain
    Claude Monet
    Joseph Conrad
    Frank Kafka
    Louis Armstrong
    Duke Ellington
    Pablo Picasso
    Miles Davis
    Imhotep
    Archimedes
    Heron
    Cai Lun
    Zhang Heng
    Bi Sheng
    Leonardo da Vinci
    Sinan
    Wilhelm Schickard
    Blaise Pascal
    Benjamin Franklin
    Charles Augustin de Coulomb
    James Watt
    Joseph Marie Jacquard
    Isambard Kingdom Brunel
    Willian Morton
    Louis Daguerre
    Ferdinand de Lesseps
    John Roebling
    Nobert Rillieux
    Henry Bessemer
    Nain Singh
    Alexander Grahm Bell
    Nikolaus August Otto
    Nichola Tesla
    Thomas Edison
    Guglielmo Marconi
    Alexandre Gustave Eiffel
    George Washington Goethals
    Henry Ford
    Wilbur Wright
    Orville Wright
    Harkuf
    Hanno
    Pytheas
    Zhang Qian
    Aretas III
    Leif Erickson
    Wang Anshi
    Enrico Dandolo
    Marco Polo
    Ibn Battuta
    Richard Whittington
    Giovanni de Medici
    Zheng He
    Vasco da Gama
    Christopher Columbus
    Ferdinand Magellan
    Jacques Cartier
    Raja Todar Mal
    Antony van Diemen
    Sir Thomas Roe
    Shah Jahan
    Adam Smith
    James Cook
    Cornelius Vanderbilt
    Sir Alexander Mackenzie
    John Stuart Mill
    Andrew Carnegie
    John D Rockefeller
    John Maynard Keynes
    Coco Chanel
    Moses
    Mahavira
    Zoroaster
    Ananda
    Chuang Tzu
    Mencius
    Mo Tzu
    St John
    St Peter
    St Paul
    Rabbi Akiva
    Mani
    St Augustine
    St Patrick
    Abu Bakr
    Shankara
    Kobo Daishi
    Atisha
    St Thomas Aquinas
    Mohammed Shah
    Tsongkhapa
    Jeanne d'Arc
    Narak
    Tipu Sultan
    Ramakrishna
    Narayana Guru
    Sojourner Truth
    Merit Ptah
    Xi Ling Shi
    Nabu Rimanni
    Socrates
    Plato
    Aristotle
    Euclid
    Ptolemy
    Hypatia
    Zu Chongzhi
    Aryabhata
    Al Kindi
    Al Khwarizmi
    Al Razi
    Alhazen
    Nicolaus Copernicus
    Francis Bacon
    Tycho Brahe
    Johannes Kepler
    Isaac Newton
    Galileo Galilei
    Rene Descartes
    Antony van Leeuwenhoek
    Gottfried Leibniz
    Mikhail Lomonosov
    Antoine Laurent Lavoisier
    Carl Friedrich Gauss
    John Dalton
    Michael Faraday
    James Clerk Maxwell
    Louis Pasteur
    Charles Darwin
    Ernest Rutherford
    Marie Curie
    Albert Einstein
    Niels Bohr
    Werner Heisenberg
    Enrico Fermi
    Rosalind Franklin
    Andrei Sakharov
      Posting comments is disabled.

    Article Tags

    Collapse

    Latest Articles

    Collapse

    • Civilization 4: Gameplay Concepts Introduction
      Martin Gühmann

      The basic gameplay concept of Civilization IV is the same as that in all other Civ-like games: you take charge as the leader of a band of wandering people and set out to found an an empire of cities, armies and scientists with as goal to eventually rule the world. Compared to Civ3, Civilization IV will introduce some new concepts, such as Religion and Great People, change some existing ones, such as combat and technology, and leave others pretty much the same, such as diplomacy and Wonders. Civlization IV...

      August 9, 2012, 15:54
    • Civilization 4: Overall Design
      Martin Gühmann

      Civilization IV is part of the Civilization franchise, and a franchise can usually only be successful if it makes conservatively changes between iterations. So Civ4 is not extremely different from Civ3 -- it will be a conservative sequel. According to Soren Johnson, a good rule of thumb for a franchise is "1/3 old, 1/3 improved, 1/3 new". He believes that the best way to improve on Civ3 is to choose a focus and really improve the game in only a single (or a few) area(s), rather than trying to change a little bit of everything. That doesn't mean that Civ4 will play the same as Civ3, while the essence of previous games has remained, many details have changed and the step from Civ3 to Civ4 is the biggest and most ambitious one the series has made to date.

      ...
      August 9, 2012, 15:51
    • Civilization 4: Combat
      Martin Gühmann
      Barry Caudill, Civilization IV Senior Producer on Promotions In Civ III, unit promotions involved rising in level from green to veteran to elite and each level added a hit point and a small combat bonus. For Civ IV, we decided to build on this system and make promotions much more intricate and customizable by allowing players to choose from over 20 different bonus types (many with multiple levels, for a total of over 40 available promotions). The numbers and types of available bonuses differ per unit type and only land and sea military units can acquire them (air units are different). Here’s how it works: Units can gain experience points in several ways. Successful combat is the primary means (note: you get more points from attacking than you do from defending) and the units must be victorious in a unit-to-unit combat, therefore there are no XPs (experience points) from bombarding fortifications or if the opposing unit withdraws. Units can also gain experience from a Barracks (land units), a Drydock (sea units) or a goody hut. In addition, some wonders, civic choices, and leader traits can give units extra experience or even certain promotions. As you might expect, the first promotion comes rather quickly, while each subsequent promotion requires more XP. The promotions take on many different forms. Some are simple like Combat (5 levels), which gives progressive strength bonuses with some extra healing at the top levels, or City Raider/City Garrison which gives the unit bonuses only when attacking/defending a city. Others give bonuses against a certain type of unit. F...
      August 9, 2012, 15:49
    • Civilization 4: Diplomacy and Espionage
      Martin Gühmann
      Diplomacy The final type of global activity that takes place in Civilization IV is diplomacy: as leader of your empire, you can sit down with the leaders of other empires and exchange technologies, trade resources or sign treaties. Diplomacy works pretty much the same as in Civ3: When you first encounter a civ, its leader is added to the list of known contacts (visible in the bottom-right of the screen). At this point you can always contact him/her for one of three actions: negotiate a new deal, declare war, or view (and renegotiate) existing deals [see image on the right]. When negotiating a new deal, or renegotiating an old one, you're taken to a negotation table [see image below]. There you can negotiate a composite deal that is as complex as you'd like: you can offer Gold for an Advance, a City for a World Map, two Resources and an Advance. You can exchange a Resource for an amount of Gold per turn, sign an Open Borders treaty so your Units can pass through each other's territory, demand a City lest you declare war, etc. You can ask a player to declare war wi...
      August 9, 2012, 15:48
    • Civilization 4: Technology
      Martin Gühmann

      Besides sliders and Civics, research is another thing that happens on a global level in Civilization IV. All the Research Points, or Beakers, that every City collects are put together and used to research Advances. These Advances enable new options for the player, such as new Units, Buildings, Civics, Religions, etc and also open the way to new Advances. As such they move game forwards, from Stone Age to Space Age: the technology tree, which determines the relationships between the Advances and what new options each Advance enables, forms the backbone of the entire game. Once the whole tech tree has been researched, a player still has so-called Future Technologies to pursue: each of these gives a bonus to both Health and Happiness.

      ...
      August 9, 2012, 15:46
    • Civilization 4: Civics & Global Policies
      Martin Gühmann
      Barry Caudill, Civilization IV Senior Producer on Civics Choosing your government has been an interesting part of playing Civilization since the original. In Civ IV, our team at Firaxis has really ramped up this feature and given players many more choices, which bring with them a whole new set of interesting decisions to make and strategies to employ. The new Civics system will allow players to customize their government to fit their current situation and style of play. In the game, when you first open the Civics page you will see 25 options divided into 5 categories. The categories are: government, legal, labor, economy, and religion. Initially, you will be limited to the lowest levels for each (making you a barbaric, decentralized despotism with tribal labor and practicing paganism), but you will unlock more of the choices based on your research. Changing to new Civic forms will have a dramatic effect on the character and success of your civilization. You’ll be able to boost or cut productivity, wealth, and happiness, make ch...
      August 9, 2012, 15:44
    Working...
    X