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DrFell
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The thought came to me today as I purchased several workers from the Chinese. If you have plenty of workers and especially if you're an industrious civ, why not sell off captured workers for profit to weaker civs?
For example, imagine you find a fairly backward civ on a crappy island quite near your home island. You don't want to build many cities there as the land is really poor, but this little civ will be a real pushover. Well, why not send some units in just to capture their workers/raze their cities, ship the workers off to your capital and sell them off? Then you could keep a few around or ship in your own workers to develop up the island or take any resources there. I'm not sure how much you could make from this, but you could probably generate a tidy profit at relatively little cost. I'd be interested to know if anyone's tried this and if it's worth it.
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Easy Rhino
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Californey
Nov 2001 time: 21:17
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ewwwwww!!
good idea.
ER
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Calvin Vu
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San Jose, CA, USA
Jan 1970 time: 05:17
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quote: Originally posted by Xin Yu
I do just the opposite at the beginning of the game. When I meet an AI early I check the diplo screen every turn. If it is early enough into the game, the AI capital will have 2 workers for me to buy (not at the same time) for 30 golds each. Then I add them to my capital to get a size 6 worker depot quickly. Think about it this way: a worker can become 40 shields. So spend 30 golds for a worker is well worth the money. Of course capturing them for free would be better. |
That sounds great. But what do you mean by "a worker can become 40 shields" ? Having two extra citizens for hundreds of turns worths a lot, and establishing a size 6 worker depot could be a game breaker, but I still don't see where the 40-shields come from.
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Shaka II
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I have a few questions (Xin Yu or anyone):
1) Do purchased workers work at the the full rate, unlike captured workers? Are they now patriots or still foreign workers?
2) How does 30 gold compare to 40 shields (e.g. 1 gold:1 shield)?
3) Isn't there a benefit to buying workers instead of pop rushing in that your city will be happier?
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DrFell
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quote: Originally posted by Xin Yu
I do just the opposite at the beginning of the game. When I meet an AI early I check the diplo screen every turn. If it is early enough into the game, the AI capital will have 2 workers for me to buy (not at the same time) for 30 golds each. Then I add them to my capital to get a size 6 worker depot quickly. Think about it this way: a worker can become 40 shields. So spend 30 golds for a worker is well worth the money. Of course capturing them for free would be better. |
Yes I do this too (early on anyway, not just to strengthen myself but it weakens the ai considerably, something I learned from MP, weaken your opponent in any way possible) but later on I've been trying a republic strategy where gold is more useful for rushing thus I sold them off.
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DrFell
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You only get 1/4 of the cost of the unit though, thus 3 shields for a worker (rounded up), selling it would probably be more economical.
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Shaka II
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I see that Xin Yu is mostly talking about pop rushing, which I don't do (isn't that sort of a cheat? ).
But I did try buying about 10 foreign workers last night, just to help me clear the massive jungles all over my (shared) continent. I didn't really figure out how fast they work, but I will assume as fast as my native workers. So, trying to come up with a reasonable cost estimate for a worker:
Typical Exchange Rate:
1 shield = 3 gold
10 shields = 30 gold (typical foreign worker cost)
Typical Worker Cost:
1 worker = 10 shields and loss of 1 pop
1 pop ~= 5 turns x (1 shield + 3 gold) = 5 shields + 15 gold
Total worker cost = 15 shields + 15 gold ~= 60 gold
So, if this is about right, then the 30 gold for a worker would seem like a pretty good deal. Now, if they only work half as fast as a native worker, then there is no advantage other than he is available immediately, which of course is worth something also (e.g., 5 turns of improving).
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Purest Warrior
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Hafnia
Jan 2002 time: 06:17
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quote: So, if this is about right, then the 30 gold for a worker would seem like a pretty good deal. Now, if they only work half as fast as a native worker, then there is no advantage other than he is available immediately, which of course is worth something also (e.g., 5 turns of improving). |
That would only be 2½ turns of improving, assuming they are half as efficient.
Speaking of..:
Last night I captured three English workers, and it seemed to me they were working at different levels of efficiency (i.e. one worked a third as fast as mine another one half as fast). I didn't have time to check it, though, so maybe I'm wrong.
Did anyone else have this experience or was I high on coffee?
(Maybe it's just the English special unit: Civilly disobedient captured workers. )
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Bautou
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quote: Originally posted by Shaka II
Do purchased workers work at the the full rate, unlike captured workers? Are they now patriots or still foreign workers?
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They're considered captured workers: they work a half speed, retain their old nationality, show up on the "Captured Worker" display on the Military Advisor, and cost no gold to maintain. Same as a worker you capture militarily (but without the war).
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JFB
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Piteå, Sweden
Jan 2002 time: 05:17
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Maybe I'm wrong, but one thing I've noticed is when you build your own workers, the AI sees these guys as military units and it helps to strengthen your "power". When I've set up worker factories, the messages "Compared to these guys, blah blah blah" become more and more in my favor. So, I think it would be great to spend only 30 gold and have a free worker (or 1/2 worker speed-wise) for the rest of the game, but it is also good to have a self-made worker boom to encourage your trade efforts and prevent surprise attacks or declarations of war.
I really like the idea of trading early for the workers ... it always pisses me off in 3750 BC when I walk up to the enemy capitol and see 8 or so units mulling around ... I even had Russia bring all of it's military in a stack right into my capitol city once right after I produced my first warrior!!!! That was like 3600 BC, and game over!
One last thought, with a size 6 worker factory, you could see that as 30 gold/turn if you are trading away your workers, if the AI keeps buying them. AND ... is it good for the AI to have workers of your nationality for any possible culture-flipping? Or if they declare war on you do your citizens in their cities get upset? Does anybody know if they add your workers to their cities?
OR, what if you traded alot of your workers to a civ you are planning to conquer shortly thereafter? You would be capturing your workers back, and draining their economy right before the war ... , or helping them pop-rush ... how does the AI handle pop-rushing?
All the best
- JFB
Last edited by JFB on 06-02-2002 at 18:22
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DrFell
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quote: Originally posted by Aeson
A size 300+ city is certainly possible. Someone did it in one of the Apolyton Tournament games, prompting me to build one myself. The limit is probably going to be a power of 2 (minus 1). Most likely 16 bit (65535). Of course it could easily be 32 bit (4294967295) or any other arbitrary value. |
Civ2 had some artificial limits put into it (like the limit on gold and a few others), but yeah, it seems likely to be a 16 bit variable used to store city size. I'd like to see the size 300 city game, can you post a link?
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