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Call To Power 2 Cradle 3+ mod in progress: https://apolyton.net/forum/other-games/call-to-power-2/ctp2-creation/9437883-making-cradle-3-fully-compatible-with-the-apolyton-edition
Thanks Solver, I figure its the moist constructive way I have right now to screw off at work
*"Winning is still the goal, and we cannot win if we lose (gawd, that was brilliant - you can quote me on that if you want. And con - I don't want to see that in your sig."- Beta
Priests. Hm. It seems as if the only reason one would have Priests is to produce Great Prophets?
They can also be useful early in the game for other purposes. Engineers and Merchants are sure better, but Priests are available almost immediately.
Can you explain why so many screenshots have tiles with cottages producing hammers? Older builds?
That's the base tile. If a Grassland tile is 2 food 1 hammer, it still has that 1 hammer with a Cottage, of course.
If it takes 2 or more great people of different types to start a golden age, then the game is capped at 4 golden ages (one of each specialist). Is this right?
I don't think so. I think you can trigger your first GA with a Priest and an Artist, and then the second one with two Priests and an Artists... but maybe not. I'm really unsure, I've never had more than one GA in a game.
Can you tell us if that scale for great people goes up in a regular interval ?
The scale goes up after each person. On the default settings, you need 100 for the first great person, 200 for the next, etc. And that requirement is in ALL of your cities. If you've had 3 great persons, your next one will requite 500 GP points - in any city.
Solver, WePlayCiv Co-Administrator
Contact: solver-at-weplayciv-dot-com I can kill you whenever I please... but not today. - The Cigarette Smoking Man
In the beginning it wouldn't make sense for specialists to work as entertainers used to work, because unhappy citizens in Civ 4 just don't work. So, take a worker off the land to make another worker get back on the land. Doesn't do anything.
How many Great People do you normally get in a game?
Very, very different amount. I have had games with 3 or 4, where I didn't focus on GPs, and I have had games with around 20 when I was specifically pursuing a GP-heavy strategy.
Solver, WePlayCiv Co-Administrator
Contact: solver-at-weplayciv-dot-com I can kill you whenever I please... but not today. - The Cigarette Smoking Man
The scale goes up after each person. On the default settings, you need 100 for the first great person, 200 for the next, etc. And that requirement is in ALL of your cities. If you've had 3 great persons, your next one will requite 500 GP points - in any city.
Ohhh- that's cool I thought it was for each individual city, but since it's for the whole empire that's better
Originally posted by Solver
Very, very different amount. I have had games with 3 or 4, where I didn't focus on GPs, and I have had games with around 20 when I was specifically pursuing a GP-heavy strategy.
Cool, I've been wondering about the specifics of GP production and the article clears a lot of things up. What are the various modifiers of GP production? The Philosophical trait gives +100%, Pacifism another 100%. I assume they stack, so 200% for both? Meaning if you were producing say a base of 5 GP points, you'd now be producing 10? It looks like state religion in a city also gives you 1 GP point?
So the percentages of the various GP points control what type you get? So if you had 75 Great Engineer points and 25 Great Prophet points to get that first GP, the odds are 75% and 25% respectively?
The scale goes up after each person. On the default settings, you need 100 for the first great person, 200 for the next, etc. And that requirement is in ALL of your cities. If you've had 3 great persons, your next one will requite 500 GP points - in any city.
Your math's off. You would require 400 GP points for the 4th GP, and 500 GP points for the 5th...
You just wasted six ... no, seven ... seconds of your life reading this sentence.
Cool, I've been wondering about the specifics of GP production and the article clears a lot of things up. What are the various modifiers of GP production? The Philosophical trait gives +100%, Pacifism another 100%. I assume they stack, so 200% for both? Meaning if you were producing say a base of 5 GP points, you'd now be producing 10? It looks like state religion in a city also gives you 1 GP point?
There's also a wonder that helps GP rates. +100% and +100% indeed gives +200%. State religion doesn't give a GP point, though, not sure where you got that from.
The chance of what GP type you get indeed depends on the point distribution.
Solver, WePlayCiv Co-Administrator
Contact: solver-at-weplayciv-dot-com I can kill you whenever I please... but not today. - The Cigarette Smoking Man
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