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sophist
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quote: Originally posted by jbrians
Using Shift-A works better. With Shift-P the worker will wake up and un-automate when there is no polution around to clean. Shift-A will automate a worker to include fixing polution. When there is nothing to do they go to sleep in a city and then wake up again when polution appears to clean it.
-Brian |
But it will still limit a particular function on a tile to 2 workers. Often that isn't nearly fast enough, especially in the case of pollution. Consider: you have 8 workers working in parallel to clean 4 squares around a city. Suppose you have discoveries and workers such that it takes 4 turn for each pair to clean a square. If you have all workers working the same square and then moving on, you get all squares clean in 4 turns. Same if you stack all 8 workers on a single square to clean it and then move on to the next. But a single square is usable far sooner. Like so:
4 groups of 2 1 group of 8
1st turn 4 polluted squares 4
2nd turn 4 3
3rd turn 4 2
4th turn 4 1
5th turn 0 0
So over 5 turns, in the first case you have 4 usable square-turns, whereas in the second case, you have 10 usable square-turns. That could very easily be an extra 12 food and 6 shields, more likely up to 12-18 food and/or 6-12 shields.
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Redstar
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the slowness scroll is already fixed but i'm not sure if they also fixed the new max. 2 limit. But they are aware of it.
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Phoxtrot
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They introduced the Max2 for the AI : It's bad when the AI gets 8 workers stolen at once ...
And of course, they use the same routine for automated workers...
BTW :
If I send 12 workers to build a RR that takes 12turns, it gets done ASAP an my workers are free to use next turn.
If I send 11 workers to build a RR that takes 12turns, it gets done at END of next turn so i cannot use ANY of them next turn for something else : 10 workers*turns lost....
Should this qualify for a bug ?
It certainly leads to micromanagement.
Phoxtrot
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