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Experienced Workers?

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  • #16
    Oh yeah. And after the first successful caravan/freight trade route, the city should have a 50% chance to produce a veteren trade-unit for the 2nd unit and automatically produce a veteren trade-unit when it has produced three or more.

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    • #17
      Caravans are out now Fittstim, read something about the new trade system. So this option isn't really relevent.
      Speaking of Erith:

      "It's not twinned with anywhere, but it does have a suicide pact with Dagenham" - Linda Smith

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      • #18
        As for the worksers, I believe damage should also be taken in account. Now that units have health, I believe that a half-dead worker should worm slower - how fast can you work when wounded?
        Solver, WePlayCiv Co-Administrator
        Contact: solver-at-weplayciv-dot-com
        I can kill you whenever I please... but not today. - The Cigarette Smoking Man

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        • #19
          Originally posted by Provost Harrison
          Civ3 doesn't use the public works model, it uses workers
          I wasn't using public works as a game term.
          Formerly known as Masuro.
          The sun never sets on a PBEM game.

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          • #20
            Workers do get experienced - they upgrade to engineers.
            To doubt everything or to believe everything are two equally convenient solutions; both dispense with the necessity of reflection.
            H.Poincaré

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            • #21
              Nah, not in our sense.

              Engineers are an entirely different unit type.
              (\__/) 07/07/1937 - Never forget
              (='.'=) "Claims demand evidence; extraordinary claims demand extraordinary evidence." -- Carl Sagan
              (")_(") "Starting the fire from within."

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              • #22
                Hmm well i think the idea of veteran workers seems a bit too much.

                Wouldn't it be better to have to kind of units for this?

                One more ordinary and quite cheap unit that can do most of the general tasks and a expensive special unit that can do the more advanced stuff like terraforming projects etc that at the same time could do the general stuff at a faster rate.

                Another thing I would like are Combat Engineers. I now and then want to build roads, railroads and such at the frontline to speed up and improve my logistics (Achtung Panzer!) but those settlers and engineers are so weak... Better yet make it possible to do some improvements with ordinary footsoldiers, they should be able to build roads and railroads. how hard can it be?

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                • #23
                  Talking about terraforming in combat, I hope that we will be able to pillage stuff using catapults. In my current game I used suicider horsemans to cut roads to city I conquered since it was right in the middle of the AI empire and hordes of chariots were attacking me every turn. I was too lazy to conquer the whole empire.
                  "Beware of he who would deny you access to information, for in his heart he dreams himself your master" - Commissioner Pravin Lal.

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                  • #24
                    Originally posted by fittstim
                    It's terrible when all of your veteren legionaires (6a/3d) suddenly become non-vet musketeers (3a/3d). And the only way to make them veteren is to have them get attacked or to kill them and make new ones. Why not allow veteren status after, for example, 10 turns of existance in a city with a barrack. With only one unit being able to take advantage of this option every 10 turns.
                    One of the list ideas was for a city/terrain improvement (like "training grounds" or something) that would slowly build up the experience of units camped in them, or to allow barracks to slowly build up the experience for units camped in barracks-equipped cities. MOO2 used this idea with the Space Academy: units produced on a planet with a Space Academy gained one level of experience (from Green to Trained), and if the ships remained in orbit around the Space Academy then they would slowly build up experience until they became Veteran (or Elite, if you were a Warlord race). You could also have leaders who were Instructors, and ships orbiting a planet with an Instructor governor would gain experience based on the governor's skill at Instruction.

                    Who knows if this made it into Civ III, though.
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                    • #25
                      I agree with this idea as well.
                      -->Visit CGN!
                      -->"Production! More Production! Production creates Wealth! Production creates more Jobs!"-Wendell Willkie -1944

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                      • #26
                        Originally posted by Provost Harrison
                        This could work, although it is a bit late to implement it in Civ3. Perhaps we are ready for a Civ4 suggestions forum
                        Actually it is not too late to add such an idea. From a programming standpoint, the ideas in this thread would be fairly easy to add to even a finished game.

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                        • #27
                          Let's start sending lots of email to the Firaxians.
                          "Beware of he who would deny you access to information, for in his heart he dreams himself your master" - Commissioner Pravin Lal.

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