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units Great People
This document covers the Great People system in Civilization VII, including Great Person classes, individuals, their actions, Great Works, and how to create custom Great People.
Civ VII's Great People system differs from previous entries in the series. Great People are:
- Civilization-specific - Each civilization has its own unique Great Person class
- Age-specific - Great People are tied to specific Ages
- Action-based - Each Great Person has a unique "retire" action with specific requirements and effects
- Individual-based - Named historical figures with unique abilities
| Table | Purpose |
|---|---|
Types |
Register Great Person classes and individuals as kinds |
GreatPersonClasses |
Define Great Person class categories (per civilization) |
GreatPersonIndividuals |
Define individual Great People and their actions |
GreatPersonIndividualActionModifiers |
Link individuals to their action effects |
GreatWorks |
Define Great Works that can be created |
GreatWorkObjectTypes |
Define types of Great Work objects |
GreatWorkSlotTypes |
Define slots for storing Great Works |
GreatWork_YieldChanges |
Define yields from Great Works |
Constructible_GreatWorks |
Link buildings to Great Work slots |
The Great People system uses two type kinds:
<Types>
<!-- Great Person Class (civilization-specific) -->
<Row Type="GREAT_PERSON_CLASS_MY_CLASS" Kind="KIND_GREAT_PERSON_CLASS"/>
<!-- Individual Great Person -->
<Row Type="GREAT_PERSON_INDIVIDUAL_MY_PERSON" Kind="KIND_GREAT_PERSON_INDIVIDUAL"/>
</Types>Each civilization has a unique Great Person class that represents their cultural tradition of scholarship or leadership.
| Class | Civilization | Unit Type |
|---|---|---|
GREAT_PERSON_CLASS_LOGIOS |
Greece | UNIT_LOGIOS |
GREAT_PERSON_CLASS_SHI_DAFU |
Han | UNIT_SHI_DAFU |
GREAT_PERSON_CLASS_TJATY |
Egypt | UNIT_TJATY |
| Class | Civilization | Unit Type |
|---|---|---|
GREAT_PERSON_CLASS_ALIM |
Abbasid | UNIT_ALIM |
GREAT_PERSON_CLASS_CONQUISTADOR |
Spain | UNIT_CONQUISTADOR |
<GreatPersonClasses>
<Row GreatPersonClassType="GREAT_PERSON_CLASS_MY_CLASS"
Name="LOC_UNIT_MY_CLASS_NAME"
UnitType="UNIT_MY_GREATPERSON"
UniqueQuarterType="QUARTER_MY_QUARTER"
AvailableInTimeline="false"
GenerateDuplicateIndividuals="true"
PseudoYieldType="PSEUDOYIELD_STANDING_ARMY_COMMANDER"
IconString="unitflag_my_class"
ActionIcon="action_greatperson"/>
</GreatPersonClasses>| Column | Type | Description |
|---|---|---|
GreatPersonClassType |
TEXT | Unique class identifier |
Name |
TEXT | Localization key for class name |
UnitType |
TEXT | Base unit type for this class |
UniqueQuarterType |
TEXT | Quarter required to spawn (optional) |
ConstructibleType |
TEXT | Building required to spawn (alternative to quarter) |
PopulationRequired |
INTEGER | Minimum population to spawn (optional) |
AvailableInTimeline |
BOOLEAN | Show in timeline (usually false) |
GenerateDuplicateIndividuals |
BOOLEAN | Allow duplicates in different games |
PseudoYieldType |
TEXT | AI evaluation pseudo-yield |
IconString |
TEXT | Icon reference |
ActionIcon |
TEXT | Action button icon |
Each Great Person class has multiple named individuals, each with unique action abilities.
<GreatPersonIndividuals>
<Row GreatPersonIndividualType="GREAT_PERSON_INDIVIDUAL_MY_PERSON"
Name="LOC_GREAT_PERSON_INDIVIDUAL_MY_PERSON_NAME"
ActionEffectTextOverride="LOC_GREAT_PERSON_INDIVIDUAL_MY_PERSON_DESCRIPTION"
GreatPersonClassType="GREAT_PERSON_CLASS_MY_CLASS"
AgeType="AGE_ANTIQUITY"
Gender="M"
ActionCharges="1"
ActionRequiresOwnedTile="true"
ActionRequiresCompletedDistrictType="DISTRICT_URBAN"
ActionNameTextOverride="LOC_GREATPERSON_ACTION_NAME_RETIRE"
UnitType="UNIT_MY_PERSON"/>
</GreatPersonIndividuals>| Column | Type | Description |
|---|---|---|
GreatPersonIndividualType |
TEXT | Unique individual identifier |
Name |
TEXT | Localization key for name |
ActionEffectTextOverride |
TEXT | Localization key for action description |
GreatPersonClassType |
TEXT | Parent class reference |
AgeType |
TEXT | Age when this person appears |
Gender |
TEXT | M or F for display purposes |
ActionCharges |
INTEGER | Number of times action can be used |
UnitType |
TEXT | Specific unit type for this individual |
ActionNameTextOverride |
TEXT | Localization key for action button |
Various requirements can be set for where/when the Great Person's action can be used:
| Requirement Column | Description |
|---|---|
ActionRequiresOwnedTile |
Must be on owned territory |
ActionRequiresForeignTile |
Must be on foreign territory |
ActionRequiresCity |
Must be in a city |
ActionRequiresCapital |
Must be in capital |
ActionRequiresCompletedDistrictType |
Requires specific district |
ActionRequiresCompletedQuarterType |
Requires specific quarter |
ActionRequiresCompletedConstructibleType |
Requires specific building |
ActionRequiresCompletedConstructibleTag |
Requires building with tag |
ActionRequiresIncompleteWonder |
Requires incomplete wonder |
ActionRequiresNoMilitaryUnit |
No military unit on tile |
ActionRequiresOnUnitType |
Must be on specific unit type |
ActionRequiresNavigableRiver |
Must be on river |
ActionRequiresForeignHemisphere |
Must be in foreign hemisphere |
ActionRequiresArmyCommanderEmptySlots |
Commander must have empty slots |
ActionRequiresOnBiomeType |
Must be on specific biome |
ActionRequiresIndependentOwnedTile |
Must be on independent territory |
ActionRequiresOnOrAdjacentNaturalWonder |
Near natural wonder |
ActionRequiresNoConstructibleTypeInCity |
City lacks building |
ActionRequiresLessThanXBuildings |
City has fewer than X buildings |
ActionRequiresConstructionTypePermission |
Has permission to build |
ActionRequiresSpecialistCap |
City has specialist capacity |
Link individuals to their action effects using modifiers:
<GreatPersonIndividualActionModifiers>
<Row GreatPersonIndividualType="GREAT_PERSON_INDIVIDUAL_MY_PERSON"
ModifierId="GREATPERSON_MY_EFFECT"
AttachmentTargetType="GREAT_PERSON_ACTION_ATTACHMENT_TARGET_PLAYER"/>
</GreatPersonIndividualActionModifiers>| Target Type | Description |
|---|---|
GREAT_PERSON_ACTION_ATTACHMENT_TARGET_PLAYER |
Attaches to player |
GREAT_PERSON_ACTION_ATTACHMENT_TARGET_UNIT_GREATPERSON |
Attaches to great person unit |
GREAT_PERSON_ACTION_ATTACHMENT_TARGET_DISTRICT_IN_TILE |
Attaches to district on tile |
GREAT_PERSON_ACTION_ATTACHMENT_TARGET_DISTRICT_WONDER_IN_TILE |
Attaches to wonder on tile |
GREAT_PERSON_ACTION_ATTACHMENT_TARGET_COMMANDER_IN_TILE |
Attaches to commander on tile |
GREAT_PERSON_ACTION_ATTACHMENT_TARGET_ARMY_IN_TILE |
Attaches to army on tile |
<!-- Grant yield burst -->
<Modifier id="GREATPERSON_CULTURE"
collection="COLLECTION_OWNER"
effect="EFFECT_PLAYER_GRANT_YIELD"
run-once="true" permanent="true">
<Argument name="YieldType">YIELD_CULTURE</Argument>
<Argument name="Amount" type="ScaleByGameSpeed">100</Argument>
</Modifier>
<!-- Add yield to building -->
<Modifier id="GREATPERSON_ACADEMY_CULTURE"
collection="COLLECTION_OWNER"
effect="EFFECT_CITY_ADJUST_CONSTRUCTIBLE_YIELD"
run-once="false" permanent="true">
<Argument name="ConstructibleType">BUILDING_ACADEMY</Argument>
<Argument name="YieldType">YIELD_CULTURE</Argument>
<Argument name="Amount">4</Argument>
</Modifier><!-- Grant units with special ability -->
<Modifier id="GREATPERSON_GRANT_HOPLITE"
collection="COLLECTION_UNIT_NEAREST_OWNER_CITY"
effect="EFFECT_GRANT_UNIT_OF_CLASS_AND_APPLY_ABILITY"
run-once="true" permanent="true">
<Argument name="UnitTag">UNIT_CLASS_HOPLITE</Argument>
<Argument name="UnitAbilityType">ABILITY_MY_BONUS</Argument>
<Argument name="Amount">2</Argument>
</Modifier><Modifier id="GREATPERSON_WONDER_PRODUCTION_LARGE"
collection="COLLECTION_OWNER"
effect="EFFECT_GRANT_PRODUCTION_IN_CITY"
run-once="true" permanent="true">
<Argument name="Amount" type="ScaleByGameSpeed">250</Argument>
<Argument name="KeepOverflow">false</Argument>
</Modifier><!-- Grant Golden Age -->
<Modifier id="GREATPERSON_GOLDEN_AGE"
collection="COLLECTION_OWNER"
effect="EFFECT_PLAYER_GRANT_GOLDEN_AGE"
run-once="true" permanent="true"/>
<!-- Grant free technology -->
<Modifier id="GREATPERSON_RANDOM_TECH"
collection="COLLECTION_OWNER"
effect="EFFECT_PLAYER_GRANT_PROGRESSION"
permanent="true">
<Argument name="Amount">1</Argument>
<Argument name="SystemType">SYSTEM_TECH</Argument>
<Argument name="FreeProgressionType">FREE_PROGRESSION_NODE_ANY_UNLOCKED</Argument>
</Modifier>
<!-- Grant commander promotion -->
<Modifier id="GREATPERSON_COMMANDER_PROMOTION"
collection="COLLECTION_OWNER"
effect="EFFECT_GRANT_UNIT_PROMOTION"
run-once="true" permanent="true">
<Argument name="Amount">1</Argument>
</Modifier>Great Works are collectible items created by Great People or found through exploration.
<GreatWorkObjectTypes>
<Row GreatWorkObjectType="GREATWORKOBJECT_WRITING"
Value="0"
Name="LOC_GREATWORK_CODEX_NAME"
PseudoYieldType="PSEUDOYIELD_GREAT_WORK"
IconString="[ICON_GreatWork_Codex]"/>
</GreatWorkObjectTypes><GreatWorkSlotTypes>
<Row GreatWorkSlotType="GREATWORKSLOT_WRITING"/>
</GreatWorkSlotTypes>
<GreatWork_ValidSubTypes>
<Row GreatWorkSlotType="GREATWORKSLOT_WRITING"
GreatWorkObjectType="GREATWORKOBJECT_WRITING"/>
</GreatWork_ValidSubTypes><Types>
<Row Type="GREATWORK_MY_CODEX" Kind="KIND_GREATWORK"/>
</Types>
<GreatWorks>
<!-- Generic Great Work -->
<Row GreatWorkType="GREATWORK_MY_CODEX"
GreatWorkObjectType="GREATWORKOBJECT_WRITING"
Name="LOC_GREATWORK_MY_CODEX_NAME"
Description="LOC_GREATWORK_MY_CODEX_DESCRIPTION"
Image="fs://game/gw_books.png"/>
<!-- Great Person-linked Great Work -->
<Row GreatWorkType="GREATWORK_SAPPHO_APHRODITE"
GreatWorkObjectType="GREATWORKOBJECT_WRITING"
GreatPersonIndividualType="GREAT_PERSON_INDIVIDUAL_LOGIOS_SAPPHO"
Name="LOC_GREATWORK_SAPPHO_APHRODITE_NAME"
Description="LOC_GREATWORK_SAPPHO_APHRODITE_DESCRIPTION"
Generic="false"
Image="fs://game/gw_rotulus.png"/>
</GreatWorks><GreatWork_YieldChanges>
<Row GreatWorkType="GREATWORK_MY_CODEX"
YieldType="YIELD_SCIENCE"
YieldChange="2"/>
</GreatWork_YieldChanges><Constructible_GreatWorks>
<Row ConstructibleType="BUILDING_LIBRARY"
GreatWorkSlotType="GREATWORKSLOT_WRITING"
NumSlots="2"/>
<Row ConstructibleType="BUILDING_ACADEMY"
GreatWorkSlotType="GREATWORKSLOT_WRITING"
NumSlots="3"/>
</Constructible_GreatWorks><?xml version="1.0" encoding="utf-8"?>
<Database>
<Types>
<!-- Great Person Class -->
<Row Type="GREAT_PERSON_CLASS_SAGE" Kind="KIND_GREAT_PERSON_CLASS"/>
<!-- Individuals -->
<Row Type="GREAT_PERSON_INDIVIDUAL_SAGE_CONFUCIUS" Kind="KIND_GREAT_PERSON_INDIVIDUAL"/>
<Row Type="GREAT_PERSON_INDIVIDUAL_SAGE_SUNZI" Kind="KIND_GREAT_PERSON_INDIVIDUAL"/>
<Row Type="GREAT_PERSON_INDIVIDUAL_SAGE_ZHUANGZI" Kind="KIND_GREAT_PERSON_INDIVIDUAL"/>
<!-- Unit ability -->
<Row Type="ABILITY_SAGE_ENLIGHTENMENT" Kind="KIND_ABILITY"/>
<!-- Great Work -->
<Row Type="GREATWORK_ART_OF_WAR" Kind="KIND_GREATWORK"/>
</Types>
</Database><GreatPersonClasses>
<Row GreatPersonClassType="GREAT_PERSON_CLASS_SAGE"
Name="LOC_UNIT_SAGE_NAME"
UnitType="UNIT_SAGE"
UniqueQuarterType="QUARTER_CONFUCIAN_ACADEMY"
AvailableInTimeline="false"
GenerateDuplicateIndividuals="true"
PseudoYieldType="PSEUDOYIELD_STANDING_ARMY_COMMANDER"
IconString="unitflag_sage"
ActionIcon="action_greatperson"/>
</GreatPersonClasses><GreatPersonIndividuals>
<!-- Confucius: Grants culture and happiness -->
<Row GreatPersonIndividualType="GREAT_PERSON_INDIVIDUAL_SAGE_CONFUCIUS"
Name="LOC_GREAT_PERSON_INDIVIDUAL_SAGE_CONFUCIUS_NAME"
ActionEffectTextOverride="LOC_GREAT_PERSON_INDIVIDUAL_SAGE_CONFUCIUS_DESCRIPTION"
GreatPersonClassType="GREAT_PERSON_CLASS_SAGE"
AgeType="AGE_ANTIQUITY"
Gender="M"
ActionCharges="1"
ActionRequiresOwnedTile="true"
ActionRequiresCompletedDistrictType="DISTRICT_URBAN"
ActionNameTextOverride="LOC_GREATPERSON_ACTION_NAME_RETIRE"
UnitType="UNIT_SAGE_CONFUCIUS"/>
<!-- Sun Zi: Grants military bonus -->
<Row GreatPersonIndividualType="GREAT_PERSON_INDIVIDUAL_SAGE_SUNZI"
Name="LOC_GREAT_PERSON_INDIVIDUAL_SAGE_SUNZI_NAME"
ActionEffectTextOverride="LOC_GREAT_PERSON_INDIVIDUAL_SAGE_SUNZI_DESCRIPTION"
GreatPersonClassType="GREAT_PERSON_CLASS_SAGE"
AgeType="AGE_ANTIQUITY"
Gender="M"
ActionCharges="1"
ActionRequiresOnUnitType="UNIT_ARMY_COMMANDER"
ActionRequiresOwnedTile="false"
ActionNameTextOverride="LOC_GREATPERSON_ACTION_NAME_RETIRE"
UnitType="UNIT_SAGE_SUNZI"/>
<!-- Zhuangzi: Creates Great Work -->
<Row GreatPersonIndividualType="GREAT_PERSON_INDIVIDUAL_SAGE_ZHUANGZI"
Name="LOC_GREAT_PERSON_INDIVIDUAL_SAGE_ZHUANGZI_NAME"
GreatPersonClassType="GREAT_PERSON_CLASS_SAGE"
AgeType="AGE_ANTIQUITY"
Gender="M"
ActionCharges="0"
ActionNameTextOverride="LOC_GREATPERSON_ACTION_NAME_RETIRE"
UnitType="UNIT_SAGE_ZHUANGZI"/>
</GreatPersonIndividuals><GreatPersonIndividualActionModifiers>
<!-- Confucius: Culture and happiness to city -->
<Row GreatPersonIndividualType="GREAT_PERSON_INDIVIDUAL_SAGE_CONFUCIUS"
ModifierId="GREATPERSON_SAGE_CONFUCIUS_CULTURE"
AttachmentTargetType="GREAT_PERSON_ACTION_ATTACHMENT_TARGET_DISTRICT_IN_TILE"/>
<Row GreatPersonIndividualType="GREAT_PERSON_INDIVIDUAL_SAGE_CONFUCIUS"
ModifierId="GREATPERSON_SAGE_CONFUCIUS_HAPPINESS"
AttachmentTargetType="GREAT_PERSON_ACTION_ATTACHMENT_TARGET_DISTRICT_IN_TILE"/>
<!-- Sun Zi: Grants promotion to commander -->
<Row GreatPersonIndividualType="GREAT_PERSON_INDIVIDUAL_SAGE_SUNZI"
ModifierId="GREATPERSON_SAGE_SUNZI_PROMOTION"
AttachmentTargetType="GREAT_PERSON_ACTION_ATTACHMENT_TARGET_COMMANDER_IN_TILE"/>
</GreatPersonIndividualActionModifiers><?xml version="1.0" encoding="utf-8"?>
<GameEffects xmlns="GameEffects">
<!-- Confucius Culture -->
<Modifier id="GREATPERSON_SAGE_CONFUCIUS_CULTURE"
collection="COLLECTION_OWNER"
effect="EFFECT_CITY_ADJUST_YIELD"
run-once="false" permanent="true">
<Argument name="YieldType">YIELD_CULTURE</Argument>
<Argument name="Amount">3</Argument>
<String context="Summary">LOC_GREATPERSON_SAGE_CONFUCIUS_CULTURE</String>
</Modifier>
<!-- Confucius Happiness -->
<Modifier id="GREATPERSON_SAGE_CONFUCIUS_HAPPINESS"
collection="COLLECTION_OWNER"
effect="EFFECT_CITY_ADJUST_YIELD"
run-once="false" permanent="true">
<Argument name="YieldType">YIELD_HAPPINESS</Argument>
<Argument name="Amount">2</Argument>
</Modifier>
<!-- Sun Zi Promotion -->
<Modifier id="GREATPERSON_SAGE_SUNZI_PROMOTION"
collection="COLLECTION_OWNER"
effect="EFFECT_GRANT_UNIT_PROMOTION"
run-once="true" permanent="true">
<Argument name="Amount">2</Argument>
</Modifier>
</GameEffects><GreatWorks>
<Row GreatWorkType="GREATWORK_ZHUANGZI_BUTTERFLY"
GreatWorkObjectType="GREATWORKOBJECT_WRITING"
GreatPersonIndividualType="GREAT_PERSON_INDIVIDUAL_SAGE_ZHUANGZI"
Name="LOC_GREATWORK_ZHUANGZI_BUTTERFLY_NAME"
Description="LOC_GREATWORK_ZHUANGZI_BUTTERFLY_DESCRIPTION"
Generic="false"
Image="fs://game/gw_books.png"/>
</GreatWorks>
<GreatWork_YieldChanges>
<Row GreatWorkType="GREATWORK_ZHUANGZI_BUTTERFLY"
YieldType="YIELD_HAPPINESS"
YieldChange="3"/>
</GreatWork_YieldChanges><?xml version="1.0" encoding="utf-8"?>
<Database>
<LocalizedText>
<Row Tag="LOC_UNIT_SAGE_NAME" Language="en_US">
<Text>Sage</Text>
</Row>
<Row Tag="LOC_GREAT_PERSON_INDIVIDUAL_SAGE_CONFUCIUS_NAME" Language="en_US">
<Text>Confucius</Text>
</Row>
<Row Tag="LOC_GREAT_PERSON_INDIVIDUAL_SAGE_CONFUCIUS_DESCRIPTION" Language="en_US">
<Text>+3 [ICON_CULTURE] Culture and +2 [ICON_HAPPINESS] Happiness to this city.</Text>
</Row>
<Row Tag="LOC_GREAT_PERSON_INDIVIDUAL_SAGE_SUNZI_NAME" Language="en_US">
<Text>Sun Zi</Text>
</Row>
<Row Tag="LOC_GREAT_PERSON_INDIVIDUAL_SAGE_SUNZI_DESCRIPTION" Language="en_US">
<Text>Grants 2 promotions to this Army Commander.</Text>
</Row>
<Row Tag="LOC_GREAT_PERSON_INDIVIDUAL_SAGE_ZHUANGZI_NAME" Language="en_US">
<Text>Zhuangzi</Text>
</Row>
<Row Tag="LOC_GREATWORK_ZHUANGZI_BUTTERFLY_NAME" Language="en_US">
<Text>The Butterfly Dream</Text>
</Row>
<Row Tag="LOC_GREATWORK_ZHUANGZI_BUTTERFLY_DESCRIPTION" Language="en_US">
<Text>A philosophical parable about the nature of reality.</Text>
</Row>
</LocalizedText>
</Database>- Civilization-Appropriate - Design Great People that fit the civilization's culture and history
- Varied Actions - Provide diverse action types (yields, units, buildings, special effects)
- Meaningful Requirements - Action requirements should make thematic sense
- Balanced Effects - Scale effects appropriately with game speed
- 10 Individuals per Class - Follow the pattern of having about 10 named individuals
- Great Works for Writers - Consider having some individuals create Great Works instead of immediate effects
- Gender Diversity - Include both male and female historical figures
- Clear Descriptions - Explain exactly what the Great Person's action provides
- Units
- Modifier System
- Effect Types
- Types and Kinds
- Governments - For Golden Age integration