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Hermann the Lombard
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Hoboken, NJ, USA
Jun 1999 time: 00:17
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I know I saw it *somewhere* in this section, but I can't remember which thread (or a suitable keyword). Does someone have a table of the base times to conduct various worker actions? I want to set up efficient teams of workers (including half-effective foreigners). Thanks.
-- Hermann
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Minmaster
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So Cal
Nov 2001 time: 21:17
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this is probably a stupid question but do foreign workers (captured or bought) from an industrious civ work any faster than regular foreign workers?
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Hermann the Lombard
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Hoboken, NJ, USA
Jun 1999 time: 00:17
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My apologies to all for being a lazy slug...but I suspect that the Civilopedia entries are not entirely correct. I kinda wanted to make a table including tasks I couldn't perform yet, so I couldn't entirely use the "hover over the button" method.
SkB: All of the Civilopedia entries are even numbers from 6 to 16 turns, so it would seem I would always want even numbers of workers (foreign or domestic). Seems as if teams of 2 or 3 workers (4 or 6 foreign, or combo thereof) would be optimal. Most basic tasks are divisible by both 2 and 3. Hmm...does terrain change some of these to odd numbers? That would make sense.
I gather that planting trees was an "odd" item, pre-patch.
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Willem
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Canada
Dec 2001 time: 00:17
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quote: Originally posted by Hermann the Lombard
My apologies to all for being a lazy slug...but I suspect that the Civilopedia entries are not entirely correct. I kinda wanted to make a table including tasks I couldn't perform yet, so I couldn't entirely use the "hover over the button" method.
SkB: All of the Civilopedia entries are even numbers from 6 to 16 turns, so it would seem I would always want even numbers of workers (foreign or domestic). Seems as if teams of 2 or 3 workers (4 or 6 foreign, or combo thereof) would be optimal. Most basic tasks are divisible by both 2 and 3. Hmm...does terrain change some of these to odd numbers? That would make sense.
I gather that planting trees was an "odd" item, pre-patch. |
Speaking of numbers, does anyone know whether the defence numbers of a unit uses fractions? My guess is no, but I could be wrong. Here's why I ask. I was thinking of the Archer with a defence number of 1. Stick him in a forest at 25% bonus and unless the game uses fractions, it gets no bonus from the terrain since that would be 1.25. Same with Hills, 1.5. It's only in the Mountains that it gets any terrain bonus at all with 2. If it works the way I think it does then even a Pikeman doesn't get a terrain bonus in Forests, in fact only units with numbers 4 and up would gain any benefit, meaning Musketmen or better. Anyone have any insights into this matter?
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Nero Would
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If you can open or view Excel files, my CivStats spreadsheet (http://apolyton.net/forums/showthre...&threadid=34054) lists all the worker jobs on the terrain page. It also shows how to calculate the number of turns to complete the job for all the terrains, government types, civ types, etc.
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Soren Johnson Firaxis
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Hunt Valley, MD
May 2001 time: 00:17
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quote: Originally posted by Willem
Speaking of numbers, does anyone know whether the defence numbers of a unit uses fractions? My guess is no, but I could be wrong. Here's why I ask. I was thinking of the Archer with a defence number of 1. Stick him in a forest at 25% bonus and unless the game uses fractions, it gets no bonus from the terrain since that would be 1.25. Same with Hills, 1.5. It's only in the Mountains that it gets any terrain bonus at all with 2. If it works the way I think it does then even a Pikeman doesn't get a terrain bonus in Forests, in fact only units with numbers 4 and up would gain any benefit, meaning Musketmen or better. Anyone have any insights into this matter? |
the combat system, does use fractions, so a warrior in a forest has a def. value of 1.25.
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