I was going to say that the only one I was sure about was #2, and that is the opposite of what Merovech said I seem to recall Novice or SevenSpirits setting up GPs to get multiples on the same turn
(May 7th, 2013, 11:41)regoarrarr Wrote: I was going to say that the only one I was sure about was #2, and that is the opposite of what Merovech said I seem to recall Novice or SevenSpirits setting up GPs to get multiples on the same turn
I could very well be wrong. I know that you can't get multiple GP from the same city (it is possible to break two threaholds at once) in one turn, and I bought that was true-empire wide, but that might be a faulty rememberence on my part.
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.
1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.
2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.
3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.
4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
2) You get both GP from different cities on the same turn. I don't know what happens if you were to overflow so many GP points and cross the threshold for a second time in the same city, but I wouldn't be surprised if you got 2 GP form the same city in that instance.
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.
1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.
2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.
3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.
4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
2) You get both GP from different cities on the same turn. I don't know what happens if you were to overflow so many GP points and cross the threshold for a second time in the same city, but I wouldn't be surprised if you got 2 GP form the same city in that instance.
3) Sometimes.
Here's what happens:
Test: 16 turns, 16 GP. It overflows each turn for a new GP until the turn you are finally under the threshold. Just like overflowing for techs.
Thanks guys. I tested the Pacifism-civic and it only applies to the non-free support units. So in my example 44 gold. Which is what I will save by changing from the high upkeep Org.Rel. to the no upkeep Pacifism. The question therefore is just now if I want my GPs earlier and lose ~50 hammers per turn for it or not.
Can you rerun that test, on the first turn run all scientists, and on the second turn work a single engineer and a bunch of citizens? I've always thought that the overflow GP points don't have a type, and that's the easiest way to check it out (random seed on reload and run it a couple of times past T2 as well).
T1 - all merchants. 352 GPP from specialists, 2 GPP from wonders (Scientist, National Park) - Yields Great Merchant.
T2 - Begin turn 286/134 GPPs. Work all citizens except 1 engineer (not pictured, but I adjusted after the pic) 9GPP/t (engineer + 2 Scientist GPP from NP) - Yields Great Engineer.
T3 - begin turn 161/201. Need 40 GPPs: Run 1 spy, 1 artist, 1 priest (21 GPPs). Previously have input full turn of merchants, 1 engineer, and 2GPP/turn of scientist. Trying to see percentage next turn. Will there be carryover merchant/engineer points?
T4 - begin turn 183/201. Result: seems to be clean slate assignment of GPPs to carryover based on percentage input from specialists assigned the turn after GPP overflow.
Note: I can't be sure that I set up random seed on reload, and I don't have time to run this anymore right now. Krill, I would tentatively call this confirmation of your hypothesis that overflow GP don't have a type, subject to confirmation testing. Feel free to download the save if anyone you (or anyone) want to take a crack at it.