"Great Generals" are the supreme warriors of civilization. They create the weapons and train the soldiers. They plan the strategies to protect a civilization from its enemies, creating bold offensives, strong fortifications and cunning traps. They are the first out of the trench or onto the enemy's ship. They lead the charge into battle, carrying the fate of the people on their broad shoulders.
Strategy[]
The Great General can construct the special Citadel improvement, which gives a big defensive bonus to any unit occupying it and damages enemy units that move adjacent to it. The Great General is consumed when it builds the Citadel. In Gods & Kings and Brave New World, this ability also has similar properties to the "Cultural Bomb" ability, adding all adjacent tiles into your territory. Be warned that stealing the territory of other civilizations can cause diplomatic incidents with the leaders.
The Great General provides a 15% combat bonus to all player-owned land units within 2 tiles. The Great General is NOT consumed when he provides this bonus. It should be noted that this buff to other units does not stack if you have multiple Great Generals.
The use of Great Generals, as well as Great Admirals, is much different than that of other Great People. They usually lay dormant until a war requires their abilities, at which point they should go immediately to the battlefield or sea. If you're fighting a lot, you may find yourself with more Generals/Admirals than you need - that's the time to construct Citadels in strategic locations (either to strengthen a weak point of the battlefield, or to conquer a tile with an important resource). Strictly speaking, unless you're pursuing a total war strategy on several battlefronts, you rarely need more than 1 Great General and Great Admiral.
Leaving friendly territory grants all adjacent units a temporary +1 Movement boost and +25% Combat Strength when outside friendly territory.
Ending your turn in a city in Resistance will consume the Beg, but will end its Resistance and give the city +100% Production for 10 turns (each passing turn reduces Production bonus by 10%).
Cannot build a Citadel but acts as one when in friendly lands
can be expended in the land of a City State to conduct a Diplomatic Mission that does not yield Gold but a free military unit immediately and every 25 turns afterwards (standard speed) as long as that City State is friendly
Cannot build Citadels, found Colonies, or join the Advisory Council.
Receive a free Carrocio when a Civilization following your religion and with whom you are at peace spawns a Great General. That Civilization also receives a free Carrocio, but will lose it if they declare war on you.
Units beginning stacked or adjacent to this unit heals 5 damage, yield 5 Faith, and lose any city attacking penalties. 10 damage is inflicted upon this unit each time that it heals other units.
Constructs Qasrs instead of Citadels. Qasrs may be built outside of your borders and inflict more damage than Citadels, but may not be built upon Resources.
Repairs all pillaged Improvements, heals all cities, and ends all Resistance within two tiles when expended to build a Citadel. This range increases to three tiles when done during peace.
Receive a free Federal General at the outbreak of war if one is not already active.
Enemies that die near the Hulubalang have a chance to join your ranks, and when they die on a road or trade route they have a chance swap the territory they own to you.
City-States captured within two tiles of an Infanzón gain +1 Population and yield Influence over all other known City-States based on the size of the city captured
May attack, defend, and capture cities, gaining the Combat Strength of the strongest available Mounted or Armor Unit.
Generates Great Writer points when defeated, or when defeating other units.
Fate Persona Pack
May attack, defend, and capture cities, gaining the Combat Strength of the strongest available Mounted or Armor Unit, increasing with each City-State you are protecting.
When an improvement is built or an enemy is killed within 2 tiles of the unit, the Meddiss Toutiks accumulates Production that can be used to hurry construction of Units, Buildings, and Projects in an adjacent City.
May attack units, but only when within 4 tiles of another Nönör or Khan.
Upon capturing a Great General or City-State, the Nönör can choose to upgrade into a Khan, who may construct Citadels and yield Golden Age Points when moving in enemy territory, increased if stacked.
When Garrisoned in a city, opens an additional Trade Route slot and provides newly-trained Infantry units in that city with the Trial Of The Arrow promotion, granting a random and unique ability after their first round of combat
When moving to a tile with a friendly military unit, causes the unit to gain 25% Combat Strength for the duration of the turn.
Causes a nearby city to gain +3 Production and +2 Tourism (does not stack). If the Niger Dominus garrisons the building, provides the city with a +10% Production Modifier.
Can be used to Hurry Production, Conduct Trade Missions, or Concert Tour, but at 80% effectiveness when compared to a default Great Person of the respective type.