Great People (GPs) return in Civilization VI. They are exceptional historical figures with special abilities, which appear in your civilization when you develop a particular aspect of the gameplay sufficiently. Unlike in prior games, individual Great People now have distinct bonuses similar to Founding Fathers in Civilization IV: Colonization. What's more, each individual Great Person can only be earned once.
There are many changes to Great People mechanics, compared to Civilization V.
First, each type of Great Person (including Great Prophets!) is earned via accumulating a distinct Great Person Point resource. Each civilization accumulates the relevant resource separately, but unlike in Civilization V, the accumulation happens empire-wide rather than citywide. Every distinct source of the same type of Great Person points will contribute to the common pool. Whenever a civilization attracts the Person (whether by acquiring enough points, or in other ways - see below), the pool is depleted and starts accumulating again.
Second, as mentioned above, Great People are distinct, even when they are of the same type - one Great Scientist, for example, is completely distinct from another, even to his/her special abilities. They even come with their historically correct biographies!
Third, each distinct Great Person belongs to a certain era. With each new era, Persons belonging to it require double the amount of Great Person Points to attract.
Finally, all Great People from a certain type now come in a "queue," arranged by era. The queue starts with People from the Classical Era, and finishes with those from the Information Era. After all Great People from certain type are attracted, it becomes impossible to earn any more of them.
How to Earn Great PeopleEdit
There are two primary ways to earn Great People:
Attracting via Great People Points Edit
Great People are normally earned (or "attracted") through accumulating a special resource, the Great Person Point (GPP). Unlike in Civilization V, Great Person Points are now earned nationally rather than per-city, and Great Prophets now are earned with Great Prophet points rather than Faith. Also, each separate Great Person is earned through a separate GPP pool. Whenever you accumulate enough GPPs of certain type, you will have the possibility to attract the next Great Person of this type in the queue.
With each successive era Great People require more GPPs to earn; that is, a Great General from the Classical Era costs much less than one from the Industrial Era. GPPs accumulated by a player are never lost, though - if you didn't manage to earn the current Person, you will continue accumulating points for the next one. Two competing nations will frequently earn Great People one after the other, if the successive Great People of the type are from the same era - this happens because both are very close to the GPP total needed for this era, and soon after one wins, the other wins the next Great Person in the queue.
GPPs are earned in a variety of ways, but the most common ones are through appropriate districts (e.g. Great Scientist points from Campuses, Great General points from Encampments), through Civic Policy Cards and World Wonders. The Classical Republic government boosts all Great People point generation (if you generate more than 0, of course); what's more - this is a Legacy bonus and will pile up and remain useful for the rest of the game!
Some wonders make Great People appear when they are completed; for example, Stonehenge provides a free Great Prophet. When this happens, the Person attracted is the next in the queue.
Attracting via Patronage Edit
The second way to attract Great People is the so-called "Patronage" (and no, this is not a Social Policy like in Civilization V). As the name suggests, this involves a player announcing a large grant, or something of the sort, which attracts the attention of a Great Person to his/her civilization. The effect is, of course, instantly acquiring this Great Person.
You can pay for this grant in either Gold or Faith. The exact sum depends on two things: the specific Great Person (where he/she is found in the queue, or which era he/she belongs to), and how many GPPs you have already accumulated towards this type of Great Person. The Gold/Faith you pay makes up for the difference, so the more GPPs you have accumulated, the less you will have to pay to "patronize" this Great Person. The Oracle Wonder diminishes all Patronage costs by 25%.
Finally you may choose to pass the opportunity to earn a particular Great Person. In this case you preserve most of the GPPs collected which will continue piling up for the next Great Person of the same type. A small portion of these points are however granted to your competitors, thus helping them to attract this particular Great Person. Use this option when the specific abilities of a Great Person don't suit your current needs and goals.
District Projects Edit
There are now special Projects which may be developed in cities with relevant Districts, which will provide a lump sum of the relevant Great Person points when finished. Use these projects to "jump" ahead in the points race. Note that each such projects produces a fixed amount of points.
Great People AbilitiesEdit
As mentioned before, Great People abilities aren't streamlined anymore - each Great Person of a particular type has different abilities. Most of the time they are associated with the era in which that Person usually appears - for example, the Great Admiral Temistocles has an aura increasing CS for Ancient and Classical Era naval units, but not for later era units. However, all Great Persons of particular type share a general direction for their abilities (e.g. all Great Admirals will have abilities improving sea combat, or other aspects of seafaring). There are though some notable exceptions, in which Great Persons of one field contribute to another.
Some abilities of the Great Person are related to the person's real-life counterpart. For example, Great Admiral Grace Hopper's ability is unlocking a random technology of the Information Era. While it might be strange to have a Great Admiral's ability to be science related, it does make sense because while Hopper in real life did attain the rank of Rear Admiral in the US Navy, she was actually known for building the first compiler in computing and she was in the team that created the COBOL programming language.
All in all, Great People are generally useful only up to a certain point in the game, even in the case of the Great General and Great Admiral - their aura bonuses now only apply to units of particular eras and become useless after that era passes. Thus, players no longer have a reason to hoard Generals and Admirals throughout the game.
Activating Great People Edit
Most Great People abilities are one-time, instant actions, such as creating a type of Great Work, or getting the boost for a particular technology. For most Great People, these actions may only be taken in specific places (i.e. a City District relevant to their abilities). That would be the Campus for the Great Scientist, the Commercial Hub for the Great Merchant, the Industrial Zone for the Great Engineer, the Theater Square for the art-related Great Persons - and, of course, the Holy Site for the Great Prophet. The Great General's and Great Admiral's one-time abilities may usually be activated anywhere.
Note that sometimes the bonuses activated are related to this specific city, so think about where exactly you want this bonus to apply!
All art-related Great Persons produce Great Works. However, note that in order to activate their abilities, they need to be in a Theater Square with buildings providing free slots for the relevant type of Great Work! If you have such slots in Wonders, you must bring your Great Person to the tile of the Wonder with the slot. And if all relevant buildings in your empire have their available slots taken by other Great Works, you will be unable to Activate your Great Person!
Of course, if you don't have the relevant district for a specific Great Person, you will again be unable to activate his/her ability!
Moving Great People Edit
Great People aren't such a bother to move around anymore, because now all of them have the "Move to city" ability which instantaneously transports them from one City Center to another. Note that this ability may only be activated from a City Center.
All changes made to the Great People system contribute to a much more interesting and dynamic game. Different Great People may now benefit better different civilizations, or be more useful in specific moments of the game. You should take some time and study the available Great People, then plan ahead which Person exactly you want to attract. However, since all civilizations are now competing to attract the same Great People, you will have to race them, not unlike building a Wonder!
A common tactic used to beat others to a specific Great Person is to combine both ways of attracting Great People. You should, of course, try to produce as many GPPs of the relevant type as you can; however, when you get close to the goal for the Person you want, you may spend Gold or Faith to Patronage him/her! This is a great strategy to use when you see that you're slightly behind another competitor, and you see no way to outpace him in time, even with Special Projects. But it can be useful even when you're ahead and will clearly finish before the others, because you will get the Great Person earlier, and will be able to use his/her benefits earlier.
This is a fine line to walk, since with each passing turn the Patronage cost will fall, but you risk another player doing the same and beating you to the Person! Sometimes greed may cost you the victory.
|Great People of Civilization VI|
|Artist • Admiral • Engineer • General • Merchant • Musician • Prophet • Scientist • Writer|
|Civilization VI |