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GarP2
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you dont have to put your expensive aircraft in a captured city that may flip.
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GarP2
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If, instead of clearing forests or jungle tiles, the tasks are mining or irrigation, it seems that work gangs can be amost as efficient as single workers, provided you have a single worker road crew go through and build the roads ahead of the work gang. This has the benefit of giving you the bonus on a some tiles sooner than would a single-worker approach. Hmmm - not very clearly said.
example: do a 3-turn improvement on 3 tiles with 3 workers. Assume connected by RR, just to isolate discussion of this bonus from that of movement costs. A gang of 3 workers completes one improvement each turn. At the beginning of the 2nd turn you get one extra production (of whatever it was that you were improving), at the beginning of turns 3 and 4, an additional 2 and 3, respectively for a total of 6. Doing the tasks as 3 single workers would only give you an increase of 3 at the beginning of the 4th turn - half as much. Small in the grand scheme of things that go on for turns and turns, but its micromanaging that we're talking about here, after all. The effect is greater for longer tasks.
Okay - now the question. If a worker has to move one tile on a road to get to the job, does he only contribute 2/3 of a turn to the job on that turn? It hasnt seemed so in my games, but maybe its getting lost in the rounding somewhere?
Thanks, GarP
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MPatton
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Houston,TX
Mar 2003 time: 05:26
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For me every city I build I also build a worker with it. Also if you are industrious exploit that worker advantage. Also remember if you build a worker from a conquered city then you get a barbarian worker which will say ????? worker. So for conquered cities I wait. Now with regards to conquered workers should I add them to a city and make some French ones or not. If I conquer a place that is in the middle of a large jungle I clear it. When a city's terrain is done for now they go somewhere else. Then when my worker gains more abilities they go back and add those new abilities like railroad or clean up. As for cities above 20 I say let em grow unless they have low productity then I mine some of that flat land. Cities above 20 you get extra money, more score, or more science. I also move my workers away from the front lines. I have had cities with 8 million people before. Useually this happens when you place a city in a large flood plain. You get food from flood plain and shields from desert.
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nbarclay
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Huntsville, Alabama
Dec 1999 time: 23:26
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quote: Originally posted by Killazer
lol trying to squeeze out .5 of a worker turn eh? lol. Anyway, I only generally build 1 worker per city unless Im surrounded by a lot of jungle in which case I go worker crazy |
Suppose you have 12 of your own workers and 12 slaves. If you have gangs of exclusively your own workers and gangs of exclusively slaves, you can railroad six tiles with your own workers and four with slaves, or a total of ten per turn. If you work them in pairs of one domestic and one slave, you can railroad twelve tiles per turn in such a situation. So those half-worker-turns can add up to a 20% increase in worker productivity railroading (or mining) flat terrain, which is hardly trivial.
Note that if you have more of your own workers than you do slaves, hills can provide a good use for them, since hills aren't vulnerable to losses due to rounding. If I recall correctly, mountains in such a situation would ideally be worked by four of your own workers and a slave if your native workers outnumber slaves and you want your entire civ railroaded as quickly as possible, but mountain railroads are expensive enough that it's probably more efficient to waste some worker turns in order to get the benefit of cheap railroads on flatland sooner.
Nathan
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minke19104
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they can flip to some other civ next to u though..
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MPatton
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Houston,TX
Mar 2003 time: 05:26
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One great way to get slaves is to raze enemy large cities. Enemy cities won't give you much at all if they are far away. So raze it and gain like 10 workers if it is a huge city. Has anyone figured how many workers you get for a certain city size. I know it is not 1 for one. Plus by razing you don't have worry about revolts and squellching resistors. I razed a 22 before. Basicaly you get a barbarian worker if you create a worker before city grows after being conquered
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MPatton
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Houston,TX
Mar 2003 time: 05:26
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Now I am making barbarian settlers to fill those places that I razed. Anytime you use a conquered citizen for a worker or settler it is a barbarian worker or citizen and get the effectiveness of a nonind civ
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AzTecA GoD
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Dallas, Texas
Apr 2003 time: 05:26
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I always used this worker/expansion system for my games in Monarch-diety games.
Capital: settler, warrior, worker, worker
All cities after that would make a warrior, worker, settler, worker
Various cities would then specialize in making workers and settlers for either filling slow growth cities or expanding farther out.
This system shines if you are trying to expand as fast as the AI on monarch-diety difficulty. For the main reason that the first worker your cities after the capital produce are making a road to connect it to another city or potential city site. You end up getting a framework empire that is very large and all that needs to be done is fill in the infostructure.
And as for worker/settler factories, I make about 5 of them in a huge game. Mainly because it lets me expand twice as fast as the AI. And it gives me a fast economic boost as well as more defence because it will become a city soon.
As for the number of workers, I ussualy have 15-20 as I enter the Middle Age. I will make 30-50 for the industrial age just so I can rapidly make railroads for my aggression campaigns against my allies and enemies.
As for an early attak against enemies, you will need 4 -6 workers to make the road for an industrial civ, and 6-8 for an nonindustrial civ. Why so many? Because you're gonna wanna make a straight line from your cities to the enemy civ, and it might not be grasslands or plains the whole way.
-Ronald
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