




Tablet 4 - 1200 BCAside from Zoolooman posted:
In this situation, I had been chopping a forest to speed up the barracks and clear some land for a farm. However, lo' and behold, barbarians popped up in the one square of fog of war between me and Ghandi. I started building a warrior, knowing full well that it'd rush to completion next turn because of the felled forest. I just hope the barbarians attack my warriors directly, rather than pillaging my farm first.
I've also assigned two specialists in Moscow, now that it has hit its happiness limit. With the library, these two scientists should give me 7.5 beakers a turn, plus 12 Great Person points!
Let me explain Great Person points for all the newbies. Whenever you assign a specialist or build a world wonder in a city, you begin to inspire members of your population; this inspiration is measured by the number of Great Person points that your city acquires. Different specialists create different kinds of Great Person points. Scientists create scientist points, engineers create engineer points, etc. The same applies to wonders: some wonders create priest points, other wonders create artist points, etc. There are five types of points: artist, merchant, priest, engineer, and scientist. However, all these points are pooled into one queue bar in each city; and whenever a bar fills up in a city, a single Great Person is born. These are important men like Plato, Moses, Homer, Imhotep, or Magellan. They are special units with really powerful abilities.
However, since each type of point is different, you might wonder what type of person is produced if you only get one? It turns out that the number of each kind of point influences the percentage chance that you'll get that type of great person. So if you produce 8 GPP (great person points) for scientists and 4 for engineers every turn, then there will be a 66% chance that your GP (great person) will be a scientist, and a 33% chance it'll be an engineer.
Also, whenever a GP bar fills up in a city, *all* GP bars in your cities increase in size. This means that the next great person will require more inspiration than the last.
But don't think you can assign whatever you like and produce whatever great person you want. Wonders are hard to build, and specialists can only be assigned if you have a building in that city which allows the assignment. In the case of Moscow, I have a Library, which allows me to assign two points of population to become scientists. Scientists give me +3 beakers every turn, and +3 GPP scientist points ever turn.
One last note in this very long aside: Peter is Philisophical. This means that he gets a +100% modifier to his production of GPP every turn. Barring other modifiers, his trait effectively doubles his rate of Great Person production.

Another aside from Zoolooman posted:
Listen up! Terrain and experience change the results of combat. Canuck-Errant has the Combat 1 promotion, giving him 10% more strength (2.2 rather than merely 2 strength), and he's on the other side of a river. If the barbarians attack, they'll get a 25% penalty for crossing a river (for a total of 1.5 strength). 2.2 vs 1.5 gives Canuck-Errant an 80%+ chance of victory. If Canuck-Errant wins, he'll gain one or two experience points, putting him that much closer to earning another combat promotion.

Tablet 5 - 1080 BCAside from Zoolooman posted:
Success! It's hard to see in this tiny picture, but Canuck-Errant just beat the ever-living crap out of that barbarian horde!

Tablet 7 - 875 BCZoolooman posted:
One last aside. Yeesh. Alright, this is Merit Ptah, a Great Scientist. If you'll look at the bottom of the screen, you'll see a bar with a bunch of buttons. From left to right and top to bottom, I'll list what they are and what they do. Then you'll realize how powerful great people can be.
Delete, Sleep, Skip Turn, Goto Mode, and Goto Mode (Group) are the first five buttons. These are common to all units. Ignore them.
The button with the scientist and the star is the Super Specialist button. This makes Merit Ptah join the city he's standing on as a super specialist. A Great Scientist specialist costs no food, no population points, and produces 6 beakers and one hammer of production every turn.
The button that looks like a hallway is "Found Academy." If a city does not have an academy, the Great Scientist will vanish and the Academy will be instantly built. An Academy gives a bonus +50% beakers in that city every turn. That's extremely useful in the capital. Why? If you'll look in the picture, the capital has two villages I've built above them. These earn lots of commerce, and the commerce becomes beakers because I've set my science rate at 100%. So every turn, my capital will earn all those beakers, plus 50% more, making my early-game research really fast.
The button that looks like a light bulb is "discover technology." Currently, if I clicked that, I'd automatically discover Mathematics. Depending on how much you've researched, a Great Scientist will have different technologies to discover. In the Industrial and Modern eras, technologies cost so many beakers that Great Scientists cannot discover them all on their own. In that case, the scientist merely generates a massive one-turn beaker boost, often shortening the research time by many turns.
The darkened sun is "Start a Golden Age." If you have 2 great people of different types, you can use them both up to start a Golden Age of 8 turns. During these turns, you have massive bonuses to both commerce and hammer production. Most people use these when they're conquering the world in some early era, and they need the commerce to prevent bankruptcy.


