I haven’t played a lot of Civ IV and I wonder how do folks use the great people you earn? I’ve mostly been expending them for technology, expending special abilities (great work of art, academy, insta-wonder etc), and the occasional golden age. And corporations, of course. I’ve never settled one as a super specialist as it doesn’t seem worthwhile to me. Am I wrong?
Take the super merchant who earns 6 gold / turn. Discounting things like Representation, World Wonders, or cultural abilities, but including Wall Street and the other +gold common buildings, the super merchant would appear to earn 12 gold / turn. A fair sum, but the unit could also be used to open a trade mission (call it 2,500 gold, although I am unsure what a typical trade mission brings in) or speed some research. Assuming a trade mission brings in 2,500 gold on average, it would take over 100 turns for the super merchant to earn a profit relative to the trade mission. Super scientists are similar, brining about 13.5 beakers / turn versus the ~1100 lab points for expending him. Here, it would take more than eighty turns to break even. I didn’t break down the artist, but presumably the finding is similar, that it takes a while for a super artist in the city to match the culture generated by a great work.
Obviously there are a far number of situational modifiers that may affect one’s choice, but assuming that the above is accurate, it doesn’t look like it is generally a good idea to settle most great people. Sure, settling them eventually pays off, but it takes a fair number of turns that might benefit from the instant gain you receive when you sack the great person.
Take the super merchant who earns 6 gold / turn. Discounting things like Representation, World Wonders, or cultural abilities, but including Wall Street and the other +gold common buildings, the super merchant would appear to earn 12 gold / turn. A fair sum, but the unit could also be used to open a trade mission (call it 2,500 gold, although I am unsure what a typical trade mission brings in) or speed some research. Assuming a trade mission brings in 2,500 gold on average, it would take over 100 turns for the super merchant to earn a profit relative to the trade mission. Super scientists are similar, brining about 13.5 beakers / turn versus the ~1100 lab points for expending him. Here, it would take more than eighty turns to break even. I didn’t break down the artist, but presumably the finding is similar, that it takes a while for a super artist in the city to match the culture generated by a great work.
Obviously there are a far number of situational modifiers that may affect one’s choice, but assuming that the above is accurate, it doesn’t look like it is generally a good idea to settle most great people. Sure, settling them eventually pays off, but it takes a fair number of turns that might benefit from the instant gain you receive when you sack the great person.
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