Announcement

Collapse
No announcement yet.

Minimal worker strategy

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • Minimal worker strategy

    A few times recently, I've found topics discussing workers. I was wondering what people thought was the most efficient number of workers, and what tricks people use to increase their effectiveness. I think that a lot of us don't use our workers very efficiently, and we therefore build to many of them.

    Here's my thoughts:
    * Not building a worker will give you an extra military unit or two, and will allow a city to keep growing. This is a large advantage, so we should try to minimize our number of workers.

    * Building roads everywhere is a waste of workers. Sure you can justify a road in each square, but often they aren't worthy of the workers time. If a worker has nothing better to do, you should have fewer workers.

    * In the mid game, if you can space out the researching of machinery, replacable parts and railroad, your workers will always have useful stuff to work on. If you don't research machinery early, you'll find that they run out of stuff to do, and if you research two of those techs close to each other, you may find you don't have enough workers to quickly make use of the new improvement.

    * Switching to Serfdom can help overcome any shortage of workers. This is especially useful for a Spiritual civ who can change over for a few dozen turns and then switch back. This is especially useful for getting an initial railroad built.

    * You should only improve the squares that are likely to be used before the worker can return to that city. On marathon, the cost of moving a worker between cities is small compared to the time to build improvements, so I usually only build one improvment that isn't in use before moving to another city. A fast growing city might need more, while a slow growing city may not need any extra squares improved. In particular, some cities can never grow large enough to use all of their squares, so you should never improve the extra squares.

    * Using teams of workers is more efficient than individuals because you get the first improvement faster, and the second improvement in the same time. But moving teams around doubles the wasted turns. This is especially important for moving into jungle, hill, or forest squares with no roads. It's often better to send only one worker into these squares. Also, either the size of the team should be a factor of the time to do the job, or the team should not be grouped so some of them can finish earlier than others.

    I think that with all of these ideas pooled together it should be possible to avoid building 2 or 3 workers in the early-middle game. The savings can be put towards a new military or a nice building.

    BTW, a warmongering civ will likely capture enough workers by mid game that not having built them early will not cost anything later.

    Anyway, that should be enough blabbering from my face. Any comments?

  • #2
    I'm generally a builder, but I usually don't have many workers early on. Two for my first four or five cities, to get needed resources (horses or marble), and to connect cities so they all have those resources. Okay, all resources are needed, but a size four city doesn't need three goldmines if it wants to stay size four in jungle or tundra.

    By the early midgame, after I feel I don't need to expand peacefully any more (no more land around me ), I'll generally have one worker per city, though some cities won't need a worker, and others will need two or more, especially my specializing cities.

    If I take a few cities through war, I usually have fewer workers than cities, but once peace breaks out, my workers usually have some new areas to improve (and old pillaged areas to fix). I rarely have workers doing nothing, unless there's no-one fighting (or I've reached the Modern Era).

    Comment


    • #3
      Once you have a worker, there is no point in disbanding it just because it isn't useful. If you made the mistake of making one too many workers and your head is still resting on your shoulders, there is no point in killing it.

      Everything else, though, is spot on. Very nice

      Comment


      • #4
        Roads = Unit Mobillity

        Better to have three units arriving in time than four units arriving late.

        Comment


        • #5
          Originally posted by Prussia
          Once you have a worker, there is no point in disbanding it just because it isn't useful.
          Those extra workers cost you in terms of maintence...
          There are times when I collect too many extra workers when I'm on a serious offensive. I'll keep the ones that are useful, but kill a bunch as well.
          Keep on Civin'
          RIP rah, Tony Bogey & Baron O

          Comment


          • #6
            Re: Minimal worker strategy

            Originally posted by zeace
            * Building roads everywhere is a waste of workers. Sure you can justify a road in each square, but often they aren't worthy of the workers time. If a worker has nothing better to do, you should have fewer workers.
            I'd like to get Nik's opinion on this one before I decide
            THEY!!111 OMG WTF LOL LET DA NOMADS AND TEH S3D3NTARY PEOPLA BOTH MAEK BITER AXP3REINCES
            AND TEH GRAAT SINS OF THERE [DOCTRINAL] INOVATIONS BQU3ATH3D SMAL
            AND!!1!11!!! LOL JUST IN CAES A DISPUTANT CALS U 2 DISPUT3 ABOUT THEYRE CLAMES
            DO NOT THAN DISPUT3 ON THEM 3XCAPT BY WAY OF AN 3XTARNAL DISPUTA!!!!11!! WTF

            Comment


            • #7
              Two per three cities is a good ratio during peaceful expansion. One per city is useful post-war and during the railroad, lumber mill era. My late game is usually war filled, so the workers end up redoing some items. Allies in wars of expansion are useful for the combat, but they tend to pillage everything and kill captured workers, requiring more workers from me to fix stuff.
              No matter where you go, there you are. - Buckaroo Banzai
              "I played it [Civilization] for three months and then realised I hadn't done any work. In the end, I had to delete all the saved files and smash the CD." Iain Banks, author

              Comment


              • #8
                I would say that the number of workers you should maintain would depend on your terrain and your level of competition. Against the AI or mediocre human competition I rarely build more than five workers, relying on captures for future growth.

                However, in a recent game against a very skilled human player, I had an empire with around eight cities and lots of jungles. The five workers I had in this case were inadequate in keeping up with my opponents development, and his empire was far more developed than mine, even though he had less land area. I had a tech lead, but he had superior population and a strong numerical superiority, and lots more workers. My cities were doing decently, but there were still several unworked tiles that could have been more productive. Had I made a few more workers instead of buildings, I might have been better able to keep up with the huge production of military units that my opponent produced.
                "Cunnilingus and Psychiatry have brought us to this..."

                Tony Soprano

                Comment


                • #9
                  I never knew they costed maintenence... Very interesting...

                  Comment


                  • #10
                    Excess/occassionally lazy workers are useful in MP games where pillaging is rife.
                    One day Canada will rule the world, and then we'll all be sorry.

                    Comment


                    • #11
                      Originally posted by Dauphin
                      Excess/occassionally lazy workers are useful in MP games where pillaging is rife.
                      The game I was talking about above is a great example of that. Early on in that game, when I had a tech edge, I invaded the first place guy with some stacks that were too strong be killed in counter attacks, but too small to take his cities (which were defended by 15 +lo-tech units), so I embarked on a pillaging campaign, and stripped about 10-15 tiles of their towns.

                      After the initial invaders were killed, I came back about 15 turns later, and EVERY tile I had pillaged had been built back!! I never would have managed that with my paltry 5 workers.
                      "Cunnilingus and Psychiatry have brought us to this..."

                      Tony Soprano

                      Comment


                      • #12
                        I tend to go lighter on workers than most, I believe. I'll almost never build more than 1 worker per city. It seems I err on the side of never quite enough workers, until I start capturing them in wars. The most important thing by far is hooking up resources and cottaging floodplains, once that's done you can get good production by whipping to death the population on more maringal tiles (like forests), as cities grow larger whipping becomes less effecient. Sooner or later you do want cities to be working as many improved tiles as possible but it's tolerable if they go through a cycle or two of whipping firest.

                        Difficulty level is also a large factor, on noble the initial happy cap is twice as high as emperor, so you pretty much want twice as many workers. Also at lower difficulties the upkeep doesn't matter nearly as much.


                        If I have too many workers I tend to let whoever I'm currently invading hold onto them, as in I'll casually use them near the borders for tasks like build roads and let the enemy steal them then gank the unit which took the workers. The AI is actually quite wise to this trick (most the time it wont use garrisons) so it's only mildly exploitive. I figure it's better than disbanding the worker because I get them back as I take the cities and can then fix up the conquered territory.

                        Comment


                        • #13
                          The idea that should space out tech so your workers never have too much to build is nonsense.
                          www.neo-geo.com

                          Comment


                          • #14
                            Re: Re: Minimal worker strategy

                            Originally posted by LordShiva


                            I'd like to get Nik's opinion on this one before I decide
                            Do not fear, for I am with you; Do not anxiously look about you, for I am your God.-Isaiah 41:10
                            I praise you because I am fearfully and wonderfully made - Psalms 139.14a
                            Also active on WePlayCiv.

                            Comment


                            • #15
                              In current game, where I am finally winning at Noble, I built a lot more cottages, but my worker ratio is probably 1 worker per every two cities. This is on marathon (large fractal, low sea level) where everything takes 3 times as long, but I still seem to need less workers. Fewer workers is currently slowing railroading, but the important thing is having a plan that keeps one slightly ahead of citizen arrival (allowing for specialists, etc.)
                              In wars so far the main rebuilding requires consumable workboats, rather than worker-based repairs. As a former builder, I am still pretty conservative about wars, using big SODs and lots of reserves. The latter keep the pillaging down at home.
                              No matter where you go, there you are. - Buckaroo Banzai
                              "I played it [Civilization] for three months and then realised I hadn't done any work. In the end, I had to delete all the saved files and smash the CD." Iain Banks, author

                              Comment

                              Working...
                              X