This has perhaps been covered, but I've got to get it off my chest. Watching my automated workers is absolutely brutal, especially in the late game, and I can only assume that the AI uses its workers the same way it uses my automated ones.
The biggest flaw to me is this: I'm playing PTW, unpatched, with Carthage (or for that matter, any Industrious civ, as I'm hopelessly addicted to the Ind trait) under democracy, with Replaceable Parts. In other words, even a slave worker on flat ground can build a road in one turn. After my latest war of conquest, eliminating the Americans, I've got a lot of underdeveloped land to bring up to Carthaginian standards. The last turn I played, I counted 24 workers standing on unroaded flat ground move onto the railroad, even though I have enough workers already on the railroad to handle all pollution. So, the workers still can't get where they're going until next turn, but now I have to waste ANOTHER worker turn getting onto that empty tile to build the road. Effectively, each time this happens 2 worker turns are lost (Worker A getting off and Worker B getting on). That's FORTY EIGHT worker turns lost in just one turn.
Not being a code jockey, I have no idea, but surely there's some way to program in a "maximum return" type algorithm into the workers, where they realize putting a road under themselves gets them to Point B just as quickly as leaving Point A completely, AND gives the civ a road for future use.
Sorry for the rant, and to go off-topic, this game I've learned to love Marines, Helicopters and Paratroopers and actually got disgusted once I upgraded my tanks to Modern Armor because every place I could land them was reachable the same turn with MA. The airdrops need more range .
I'm really interested to hear some others' combined arms strategies. I became a fan also of not upgrading my Elite Infantry units once MI is available, and keeping them as a type of special forces, dropping them in via Helicopter on top of an airdropped Paratrooper or Marine stack for extra defense, particularly. Anytime I can get Artillery in range of my airdrop target city, that much the better. I've also grown to love the amphibious assault force of three Transports, one loaded with a Marine division, one with an Infantry/MI/Artillery defense force for the beachhead and one chock full of Tanks/MA to pour through.
A final note: the rename unit function is GREAT for the late game, and not just for leader-producing units. I tend to produce modern units in multiples of eight and group them into divisions of eight like units (due to Transport capacity), then name them. For instance, the 3rd Marine Division consists of the 31st through 38th Marines, and if I get 8 Elite Marines, well, the 1st Elite Marine Division is born and the last division formed is cannibalized to fill in the gaps in the other divisions. For me, at least, it makes late game war much more interesting, especially when running MS Word in the background and keeping a history of my nation (knowing which battles I've won and lost in the past also comes in handy for naming AEGIS Cruisers ). It's just more interesting to bombard New Orleans with the CFS Utica (Carthaginian Federal Ship) before an assault by the 4th Marines than to hit it with the nearest Battleship and throw some Marines at it. It's also cool to see an Aircraft Carrier patrolling the seas with my name on it. Has anybody else used naming this extensively?
The biggest flaw to me is this: I'm playing PTW, unpatched, with Carthage (or for that matter, any Industrious civ, as I'm hopelessly addicted to the Ind trait) under democracy, with Replaceable Parts. In other words, even a slave worker on flat ground can build a road in one turn. After my latest war of conquest, eliminating the Americans, I've got a lot of underdeveloped land to bring up to Carthaginian standards. The last turn I played, I counted 24 workers standing on unroaded flat ground move onto the railroad, even though I have enough workers already on the railroad to handle all pollution. So, the workers still can't get where they're going until next turn, but now I have to waste ANOTHER worker turn getting onto that empty tile to build the road. Effectively, each time this happens 2 worker turns are lost (Worker A getting off and Worker B getting on). That's FORTY EIGHT worker turns lost in just one turn.
Not being a code jockey, I have no idea, but surely there's some way to program in a "maximum return" type algorithm into the workers, where they realize putting a road under themselves gets them to Point B just as quickly as leaving Point A completely, AND gives the civ a road for future use.
Sorry for the rant, and to go off-topic, this game I've learned to love Marines, Helicopters and Paratroopers and actually got disgusted once I upgraded my tanks to Modern Armor because every place I could land them was reachable the same turn with MA. The airdrops need more range .
I'm really interested to hear some others' combined arms strategies. I became a fan also of not upgrading my Elite Infantry units once MI is available, and keeping them as a type of special forces, dropping them in via Helicopter on top of an airdropped Paratrooper or Marine stack for extra defense, particularly. Anytime I can get Artillery in range of my airdrop target city, that much the better. I've also grown to love the amphibious assault force of three Transports, one loaded with a Marine division, one with an Infantry/MI/Artillery defense force for the beachhead and one chock full of Tanks/MA to pour through.
A final note: the rename unit function is GREAT for the late game, and not just for leader-producing units. I tend to produce modern units in multiples of eight and group them into divisions of eight like units (due to Transport capacity), then name them. For instance, the 3rd Marine Division consists of the 31st through 38th Marines, and if I get 8 Elite Marines, well, the 1st Elite Marine Division is born and the last division formed is cannibalized to fill in the gaps in the other divisions. For me, at least, it makes late game war much more interesting, especially when running MS Word in the background and keeping a history of my nation (knowing which battles I've won and lost in the past also comes in handy for naming AEGIS Cruisers ). It's just more interesting to bombard New Orleans with the CFS Utica (Carthaginian Federal Ship) before an assault by the 4th Marines than to hit it with the nearest Battleship and throw some Marines at it. It's also cool to see an Aircraft Carrier patrolling the seas with my name on it. Has anybody else used naming this extensively?
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