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  • Workers

    Hi guys,

    Many thanks for all the info you have provided on roads, excellent stuff. Ive now got a question regarding workers.

    Ive started my little empire off and have managed to get boxed in by other empires borders. Now ive got quite a few workers (far too many infact) and have no land left which hasnt been developed. What the hell do i do with my workers?

    Ive tried letting them improve land automatically but then they appear to go around replacing things already built (i had a nice little town that got replaced by a farm?). I also considered sending them to sleep but again seems a bit pointless cos then they are doing sweet FA.

    Anyone got any suggestions?

    Many thanks

  • #2
    Re: Workers

    Originally posted by rflook
    Ive tried letting them improve land automatically but then they appear to go around replacing things already built (i had a nice little town that got replaced by a farm?)
    Download (if you haven't already) patch v1.52 and under options check the box 'workers leave old improvements' if you don't want your precious improvements destroyed by restless workers.
    "You are one of the cheerleaders for this wasting of time and the wasting of lives. Do you feel any remorse for having contributed to this "culture of death?" Of course not. Hey, let's all play MORE games, and ignore all the really productive things to do with our lives.
    Let's pretend to be shocked that a gamer might descend into deeper depression, as his gamer "buds," knowing he was killing himself, couldn't figure out how to call 911 themselves for him. That would have involved leaving their computers I guess."


    - Jack Thompson

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    • #3
      Just may them a nice allowance and keep them around for when railroads and oilwells come up.

      Rule of fist: a worker/city is usually enough.
      He who knows others is wise.
      He who knows himself is enlightened.
      -- Lao Tsu

      SMAC(X) Marsscenario

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      • #4
        I just put them to sleep in cities around the empire until they become useful again.

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        • #5
          It's too bad that you can't have your excess workers join a city like you could in previous Civs.
          "Let your plans be dark and as impenetratable as night, and when you move, fall like a thunderbolt." - Sun Tzu

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          • #6
            When my workers run out of stuff to improve, they communicate to me (telepathically) that they want me to start conquering my neighbors so that they have something to do.

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            • #7

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              • #8
                Disband half of 'em and put the other half to sleep.

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                • #9
                  Check your upkeep costs. If units cost you money, disband your workers and pity the lack of public works. Otherwise, put them to sleep in some city.
                  Clash of Civilization team member
                  (a civ-like game whose goal is low micromanagement and good AI)
                  web site http://clash.apolyton.net/frame/index.shtml and forum here on apolyton)

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                  • #10
                    It's too bad that you can't have your excess workers join a city like you could in previous Civs.
                    Yes! I've had this thought too! We need to mod this into the game.
                    One of these days I'll make 501 posts, and you won't have to look at my silly little diplomat anymore.
                    "Oh my God, what a fabulous room. Are all these your guitars?"

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                    • #11
                      ... No we don't.

                      What effect would you have the Worker do? +40 food to the city in question? Converting Hammers to Food isn't too much of a problem, but this allows you to Pop-boom your Capital, or to send out population into your outlying cities for Slavery spamming. Cities grow quickly at lower populations, and one worker can be transformed into a lot more hammers than it cost to make him.
                      If you make the Worker simply add a solid 1 Population, the outlying slave problem gets better while the pop-booming of strongly improved bases gets worse.
                      A Base with the Globe Theatre would be able to Slave-rush all the multipliers it needs. Also, given sufficient preparation, any base anywhere can slave-rush anything within two turns, including wonders.
                      Another option is that you allow a worker to settle into a city as a super-specialist worker. But, even as a +1 modifier, he'll pay back his cost within 40 turns (less for forge cities) and keep on giving. You could use a flood of workers + Beaurocracy + Forge to create a monster of a Capital.

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                      • #12
                        You have some good points, but I still respectfully disagree. I would like to see some use for the workers (especially toward the end game) other than improving already improved tiles.

                        Another example--although it's more suitable for beginning stages--is the colony option; why is it that workers can no longer build colonies for resources outside one's cultural borders? I would like that reimplemented as well.
                        One of these days I'll make 501 posts, and you won't have to look at my silly little diplomat anymore.
                        "Oh my God, what a fabulous room. Are all these your guitars?"

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                        • #13
                          Perhaps a Worker could consume himself in order to instantly build a town?
                          That would seem both useful and balanced, so long as it becomes available at some point after Serfdom (I'm thinking Railroads)

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                          • #14
                            Originally posted by Enigma_Nova
                            Perhaps a Worker could consume himself in order to instantly build a town?
                            That would seem both useful and balanced, so long as it becomes available at some point after Serfdom (I'm thinking Railroads)
                            Ah, self-cannabalism, why-not! LOL

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                            • #15
                              Perhaps an option to moth-ball the worker, so he doesn't count towards unit costs?

                              I'd agree that we dont really want to be able to add workers to a city or use them as super specialists.
                              The Best Multiplayer Game Ever

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