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Why are workers destroyed after building certain things?

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  • #16
    Game balance seems to be the main excuse.

    Personally, I think colonies should only vanish if it ends up in the city radius of a full-fledged city. Otherwise, it should send resources to either the nearest city (food/shields) or the civilization as a whole (commerce).
    If w/in the boundaries of another civ, you only get the resources if you are at peace w/them or if there is a path that is unblocked by their territory.

    Then I can grab those gold resources in the middle of those thick mountain ranges and get a small bit of cash to throw into my coffers.

    Yes, I'm thinking something along the lines of the supply crawlers from Alpha Centauri. Though with more options on where the resources are sent. Pick a city from the list, and such, default is the closest when the colony is created and/or the destination is changed.

    Haven't gotten far enough into the game to play w/airbases yet. Will try soon since I have a four-day weekend coming up.
    |"Anything I can do to help?" "Um. Short of dying? No, can't think of a |
    | thing." -Morden, Vir. 'Interludes and Examinations' -Babylon 5 |

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    • #17
      Originally posted by UberKruX
      i think outputs give 3 on hill and 4 on mountain, but feel free to correct me.
      Oops! My bad - You are right Uber, a typo on my part.
      ____________________________
      "One day if I do go to heaven, I'm going to do what every San Franciscan does who goes to heaven - I'll look around and say, 'It ain't bad, but it ain't San Francisco.'" - Herb Caen, 1996
      "If God, as they say, is homophobic, I wouldn't worship that God." - Archbishop Desmond Tutu
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      • #18
        Originally posted by Sinapus
        Game balance seems to be the main excuse.
        It's definitely game balance that's the reason.

        EDIT: Hrm just noticed I'm a Prince now. Some people would beg to differ with that methinks.

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        • #19
          Keep in mind that if you capture some slaves, they can also be used to build these structures.

          This may be the primary reason while the cost of buying workers greatly increased in PTW.

          I guess that military units can only benifit from 1 Radar Towers even if they are within range of 2 of them?

          Outposts being built in Neutral Terrirory can also be used to keep barbarians out.

          Colonies & Outposts can be more important if you apply mods that eliminate the ability to build cities in both Tundra & Desert. (You might need to elimate plant trees in tundra as well.)
          1st C3DG Term 7 Science Advisor 1st C3DG Term 8 Domestic Minister
          Templar Science Minister
          AI: I sure wish Jon would hurry up and complete his turn, he's been at it for over 1,200,000 milliseconds now.

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          • #20
            actually now I realize why it is coded that way.

            Because the radar tower and lookout tower is actually a "unit" that "sees". I guess they couldn't code it so a terrain improvement "sees". So essentually the worker turns into an immobile unit that sees 2 squares (4 on mountain etc.)

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            • #21
              Originally posted by Dissident
              actually now I realize why it is coded that way.

              Because the radar tower and lookout tower is actually a "unit" that "sees". I guess they couldn't code it so a terrain improvement "sees". So essentually the worker turns into an immobile unit that sees 2 squares (4 on mountain etc.)


              That's too funny
              I AM.CHRISTIAN

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              • #22
                tanx wittlich, nice to know. however, isn't it better to just place a unit on the mountain instead, seems smarter to me... then again, I haven't had the chance to play the game yet
                The true way of sword fencing is the craft of defeating the enemy in a fight, and nothing other than this.
                -Miyamoto Shinmen Musashi

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