GAME CONCEPTS

Specialists and Great People

A citizen with no tile worth working can take a job instead and become a specialist. Jobs come from buildings: a Library employs Scientists, a Forge Engineers, a Temple a Priest. A citizen with neither a tile nor a job stands idle, eating and producing nothing.

The jobs

  • Scientists: +3Science each, and 1 Great Scientist point a turn.
  • Engineers: +2Production each, and 1 Great Engineer point a turn.
  • Merchants: +3Gold each, and 1 Great Merchant point a turn.
  • Artists: +3Culture each, and 1 Great Artist point a turn.
  • Priests: +3Happiness each, and 1 Great Priest point a turn.
  • A specialist eats, falls sick and grows unhappy like any other citizen. Its yield is flat, so the city's percentage bonuses scale it: a Library's science bonus reaches its Scientists too. Slaves never take a job.
  • A rioting city's specialists make nothing, except its Priests, whose Happiness is what calms it down.

Where jobs come from

Who gets a job

  • The city's governor seats its citizens on tiles or in jobs by its worker focus. Under Balanced it prefers a good tile and gives the jobs to the citizens left over (and to anyone on a very poor tile); a Science focus fills the Scientists' jobs first, Production the Engineers', and so on -- never so far that the city starves.
  • In the city inspector's Specialists section, + puts a citizen in a job and keeps it there, taking an idle citizen first, then the governor's least useful specialist, then the citizen on the city's least useful tile. - hands one you placed back to the governor. Unlock all releases them too.
  • A citizen you take off a tile on the map may be given a job, but never another tile you did not choose.

Great People points