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jshelr
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pittsburgh
Apr 2002 time: 00:22
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I've tended to follow a strat outlined by Dr Fell awhile ago that uses a different rule for workers. You want enough workers to stay ahead of your expansion so that settlers and units are travelling on roads and not losing turns, arriving at sites that already have two tiles roaded, mined, or irrigated. In addition, quick connection of lux, iron, and horses, without slowing down city improvement, is a must. Successful improvement of the city sites speeds things up so much it is difficult to explain.
So, instead of how many workers do I need per city, I use a dynamic rule: are the workers going to get the job done fast enough to be "on time." Relative to that rule, workers are very high priority in the early game. I've found that warmongers can deliver a stack of vet units to the enemy civ most rapidly if workers have improved tiles and created a road network.
After the warmongering phase there are usually so many slaves around that "domestic" workers can be considered for promotion to town jobs.
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bbaws
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Lots and lots. I never seem to get into problems with the upkeep, my wars tend to be as a direct result of what I think of as "worker pressure". If the workers are idle you don't have enough land. The more workers you have the more territory you can quickly improve, thus the quicker captured cities grow and the quicker the infrastructure is built.
For my style of play the ratio of workers to cities is not as significant as the ratio of workers to top grade offensive units. As the ages progress offensive units become more effective at seizing territory and so the ratio rises.
Early game I reckon I have much the same ratio as anyone, but for me one of the best things about Civ3 is not having to support pop units detached from cities with food. On the one hand workers cost gpt, on the other getting the pop out of stagnant cities gives you growing cities. I like growth and growth potential (the "worker pressure") enough to pay the gold.
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JNL
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Paris, France
May 2000 time: 05:22
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Another possible use of workers (preferably your own, to reduce risk of disorder and reduce maintainance costs) : to strenghten attacked cities so that they still get a defence bonus (size 7 or more).
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bbaws
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Hmmm just a thought. Trade AI (a) workers to AI (b) and vice versa. They ought to get pissed at each other. At the least (a) and (b) get half efficiency workers instead of their own workers back and you aren't the villain of the piece.
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DaveMcW
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The AI never builds enough workers to keep up with pop growth. So any strategy that involves giving workers to the AI will only help them.
Conversely, buying workers will cripple the AI's infrastructure much more than a slightly annoyed neighbor.
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bbaws
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Ummm, given that I'm going to be taking over the AIs territory it's handy if the AI builds road and RR for me in advance. Given that I am going to trade with the AI I will get better deals the stronger the AIs economy is. The point in case you missed it is that the AI will give you the same amount of money for a worker irrespective of nationality. So where possible sell the AI workers that are only half as useful to him, bearing n mind that in all probability you will be capturing them back, then selling them again.
I find the simple expedient of reading posts and thinking about them before replying helps immensely.
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Solver
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Apolyton Duke Of Something
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Latvia, Riga
Sep 2000 time: 07:22
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I've lately started having really few Workers. I will make it sure every city (unless those sluggish ones, maybe) builds one early on, and will continue to make them guys later a bit, but in the late Middle Ages, they won't have much to do, unless I'm on a huge territory. Then Steam Power comes, and soon I see every tile covered with railroads.
But, here it is. After I go to war, and I will often raze cities, I'll send that string of workers to my land. They cost me nothing, and that's good, and I will slowly start to add my native ones to cities. They're very cheap anyway, I can build more quickly if the need arises. If I'm Industrious, then captured workers are nice, basically working at standard rates, hence I can still get rails in place.
The above applies for cases when I'm occupying a territory that the Workers can deal with. I have had games where I was on a huge territory, so needed lots of guys to keep the work done.
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Arrian
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Kneel before Grog!
Jul 2001 time: 00:22
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Hmm... I've never really kept track of how many workers I have.
If I'm industrious, each new city puts out 1 worker, and that's usually it. If I'm not industrious, I will build some more... but probably not many more. That group takes care of the homeland.
Then I start beating people with the large stick I carry, and all of a sudden, I have these neat things called "slaves." They're lazy bums, but they're free. Anyway, they usually take care of developing the AI territory I just took over. As it is probably halfway done already, their slowness isn't a very big deal. Then again, I do tend to reverse a bunch of "improvements" the AI built.
When I discover Steam Power, I typically build a worker in every city that is at size 12, since they can bounce right back to 12 in a turn (provided the food box is full). Those guys, coupled with my originals and slaves, take care of RRing the empire. Then I will often add all workers to cities and keep only slaves for pollution control.
Yeah, I know, I'm a bad man.
-Arrian
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Arrian
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Kneel before Grog!
Jul 2001 time: 00:22
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Solver,
I almost never pillage AI land, since I intend for it to become my land. I will pillage important resource connections, but rarely anything else.
Plus, the fact is that oftentimes the captured area will be near-totally corrupt, unless it becomes the center for my FP or a palace move. If it is a corrupt area, terrain development simply isn't that crucial, and thus I can take my time about it. I will often take 1-shield cities and just set them to building workers. Every 10 turns, or less if I chose to hurry it along with a few bucks, I get a new worker. My aim is to eventually have almost no 1-shield cities, of course.
-Arrian
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