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Capt Dizle
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Why do captured workers work twice as slow as my own?
Is this a bug or a feature and is it in the manual or civpedia thing?
Why am I always the last to know?
Why does the AI hide all of its workers in cities during war?
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solo
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Lowell, MA USA
Jan 2001 time: 05:16
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I think their work speed depends on their original Civ characteristics and/or government. Somewhere around here, I remember reading that workers taken from an "Industrious" civ worked faster than the author's own, but I may be mistaken.
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sophist
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Captured workers all work at the same rate, regardless of their origin, which is half the rate of your native workers.
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cousLee
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which is fine imo, as they don't cost any support. Your built ones do. Unless you build them from a captured city, they are classed as either their nationality, or as barbarians. Both are free, and both work at half rate.
If you build a worker from a captured city, and so much as one population is your civ's nationality, that is the one that will become the worker. So if your gonna do that, do it before the population grows.
10 to clear, 9 to plant.
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Easy Rhino
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Californey
Nov 2001 time: 21:16
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barbarian workers?
ER
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David Murray
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So, what happens if you build a barbarian worker into your city?
Does it then equate as a barbarian in terms of nationality in the city screen?
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sophist
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I think the barbarian worker may be a bug. I also get funky characters from time to time (like extended ASCII) where the nationality of the worker should be. Clearly a bug.
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Klem
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Cleveland, Ohio
Nov 2001 time: 00:16
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quote: Originally posted by cousLee
which is fine imo, as they don't cost any support. Your built ones do.
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At least under a Democracy, all workers, including those captured from other Civs, cost 1 gold per turn. They have to eat, too. This is easily verified on the Military Overseer screen. Click the units column to get unit counts, then go to the City Overseer and check how much you are paying in maintenance. Other forms of government allow some “free” units, but unless there is NO unit maintenance cost, captured units are VERY expensive.
Captured workers perform at either 1/2 or 1/3 the rate of your own workers. Thus you are paying two or three time more for a unit of work by a captured worker . But, probably you aren’t getting even the 1/2 or 1/3 functionality, unless you are VERY careful.
For the sake of discussion suppose you are upgrading a road to a RR and one of your workers takes 4 turns, and two of your workers takes 2 turns, etc. In effect, that upgrade cost is 4 gold under a Democracy because you paid 4 gold for unit maintenance while the upgrade was being made. Now suppose you put one of your workers and a1/2 rate worker on the job. How long does it take - answer 3 turns at a cost of 6 gold because each turn only accomplishes 1-1/2 unit of work and you waste 1/2 unit of work. Suppose you put two 1/2 rate workers on the same task. It will take 4 turns and cost 8 gold for unit maintenance, double your own workers! And 1/3 rate workers are worse.
Morals aside, slaves are not cost effective. Either disband them so you don’t waste money on maintenance, or use them to build your city population. The worst that happens is they become a tax collector that adds one gold per turn instead of costing 1. Build citizen workers if you need workers.
I believe barbarians are slower yet. Get rid of them at once! All slow workers eat up your gold and screw up your project timetables.
Klem
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Capt Dizle
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I have about 30 captured workers now and under monarchy there is no support cost. It is good to be the king.
I don't know about demo, haven't gotten there yet.
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HolyWarrior
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Firaxis is finally taken its first baby steps into dealing with slavery. I would've liked to see the Emancipation wonder, whereby all slaves would automatically become naturalized citizens.
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