View Full Version : Workers


Grey Fox
Jul 01, 2009, 05:31 AM
I am an Emperor player and even though I haven't finished any games lately, I am usually able to win when I do play through the games.

But one of my weaknesses is that I do not build enough workers.

I find that DaveMcW's recommended 1.5 workers per city usually works out to be a good amount. But my problem isn't really knowing how many workers I need. My problem is HOW and WHEN.

When do you build workers? And how do you do it?


Many times I start out with building a worker. This is often the case when there is a food or other resource I can work by the time the worker is finished. (Expansionist civs can have an edge here).

Is it a good idea to whip workers early on? Or grow to full size and build them from raw production/food. Is it a good idea to cut forests to speed up workers?

Crusher1
Jul 01, 2009, 06:34 AM
With the new patch I'm more and more in favor of mild expansion if you plan on playing peacefully with more emphasis on good tile management and improvements. Anyone can pump out settlers like no tomorrow but will they have enough workers to validate their big expansion and high maintenance cost. If you don't have enough workers to improve your tiles you'd probably be better off with 1 or 2 fewer cities, thus adding 2-3 extra workers.

I'm not a big fan of whipping workers or settlers. I prefer to grow to my happy cap for better prolonged production and just as importantly, a better tech rate by delaying city maintenance until I'm in a stronger position - working max tiles and getting max commerce.

I'll always save a few forest for health and perhaps a few for a wonder later on. Besides that I will chop away. Besides, you usually have to clear some forest so you can build mines and get to good grassland tiles.

My methods change all the time lol, but my flavor of this week is:

Worker, 4 warriors to 5 pop, Settler, worker, worker, Settler, Settler, worker, library (1 chop), worker, worker. Lot's of people like to get that 2nd worker before Settler - the reason I don't is to settle a better city site a few turns earlier and just as importantly, I want to build a library in that city asap so I get my 1st GS used for an Academy nlt 850 BC (usually 925-1000)

I had been running the scientist in my Capital but I found it slows down worker/units/settlers a bit too much. My 3rd city usually produces a settler at 3 pop which is chopped then non stop military. Besides, I'll be building cottages in my Capital and running at zero slider for a while accumulating gold so I get more bang for my buck when I make my Academy.

madscientist
Jul 01, 2009, 06:47 AM
I also have the same problem as your regarding workers (emperor/normal speed), there are just other things I end up doing. Crusher's idea of pumping out workers is a good one, just wish I could force myself into it.

I play leaders in order and currently on Bismark, thus I cannot seam to resist the urge to build at least 1 wonder (Had Agustus just before and wonderpsammed like crazy ther).

Another question,

How many people will build workers in newly build cities (NOT the capital)??? Normally I go workboat or monument, but will go worker if creative with no seafood. I understand taking advantage of the capital's high production but there are always more things to build.

Grey Fox
Jul 01, 2009, 06:52 AM
Yeah I often get sidetracked and build wonders, etc.

I do try to build workers in newly built cities sometimes. But as you I often go for the monument or workboat, sometimes early granary.

Soirana
Jul 01, 2009, 06:57 AM
Another question,

How many people will build workers in newly build cities (NOT the capital)??? Normally I go workboat or monument, but will go worker if creative with no seafood. I understand taking advantage of the capital's high production but there are always more things to build.

no, unless some cases of extreme rex with creative civ.

basically you want : get all these nice resource tiles in your culture and work them ASAP. Ideally once city is founded it should be already roaded to your empire and couple of workers immediately improving specials. Having third one choping your granary out does not hurt either.

Crusher1
Jul 01, 2009, 07:05 AM
If you're not CRE chopping a monument saves lost turns, i.e, you could already be at 2 pop with your worker finishing the 2nd improvement and to chop you need to have a worker there ;).

I only play CRE leaders when not in a forum game so I don't have that issue but when I'm not CRE I always plan to chop the monument. Also, I always tech Writing first, then pick up pottery so in my 2nd city case I'll simply chop out the Library 1st and don't need the monument anyways.

I don't like to build workers in new cities because I feel it slow growth down too much, even if CRE. I was doing some build order work the other day with 2 early settlers at 3 pop and had each new city build a worker from the get go (CRE) but my overall progress was slowed down more than my current "flavor" by quite a bit.

robyextreme
Jul 01, 2009, 07:05 AM
It really depends on what you have going on, a general rule of thumb. If you have chopping that needs to be done or far off resources you're going to need workers. I don't like whipping them because my main city usually mass produces military units (MP)

Just think ahead "Am I going to be able to improve all my tiles at this grow rate+connect cities with 2 workers?"

huh?
Jul 01, 2009, 07:13 AM
I am a little more peacful in the early game...

My first three cities will usually each crank out 2 workers within the first five builds. Cities #4 through #6 will each crank out one worker with in the first two builds. That way I have six cities with nine workers which is right at the 1.5 worker per city average. For me, from there these workers can then move on to future cities, and I can keep cranking out only one worker per city.

blitzkrieg1980
Jul 01, 2009, 07:59 AM
I usually maintain 2 workers (1 whipped 1 chopped) from my capital until I lay down my 3rd city. The 2 workers usually improve enough tiles to keep the capital busy. 2 workers move on to city #2 and improve it. Once city 3 gets laid down, city 2 usually builds a worker with improved tiles.

benfp
Jul 01, 2009, 09:38 AM
I usually build less than 1.5 worker per city, especially in the ancient era during which every hammer saved is worth a lot. For every 4 cities, I'll try to have 3 workers (~ 1.33 worker per city). But I play Marathon, so workers move faster from one place to another than on other speeds.

Once I get HR or Rep, then having more workers is usually useful, yes. I might push it to 1.5 or even 2 workers per city (as working unimproved styles is really useless), then have a big war/expansion phase which will result in lowering the number of workers back to 1.333.

etc.

blitzkrieg1980
Jul 01, 2009, 09:41 AM
For every 4 cities, I'll try to have 3 workers
That's 0.75 workers per city. Not good if on levels Prince+. You can do it, but it is unwise and makes the game a lot more difficult. War phase means you'll be having more cities so you'll want more workers. I think it would be unwise to lower your worker count back down.

I usually build less than 1.5 worker per city, especially in the ancient era during which every hammer saved is worth a lot.
You're losing hammers in the long run by improving tiles more slowly. Workers are arguably the most important and powerful units in the game. Sure you need defense, but try getting defensive units without farms for whipping or mine for :hammers:

benfp
Jul 01, 2009, 09:47 AM
That's 0.75 workers per city. Not good if on levels Prince+. You can do it, but it is unwise and makes the game a lot more difficult. War phase means you'll be having more cities so you'll want more workers. I think it would be unwise to lower your worker count back down.


You're losing hammers in the long run by improving tiles more slowly. Workers are arguably the most important and powerful units in the game. Sure you need defense, but try getting defensive units without farms for whipping or mine for :hammers:

OK, that was a typo here. It's 4 workers for 3 cities. As I stated, the goal is to never work unimproved tiles which I believe is 'the inferior'. And improving tiles you don't work is not optimum. IIRC, workers count as units and cost gold. Having more workers than you need is therefore costly and sub par.

blitzkrieg1980
Jul 01, 2009, 10:07 AM
True, however, early game REX is absolutely VITAL to improve tiles ASAP in order to get gold to combat maintenance fees and to get ur pop up for whipping purposes. I'm only a monarch player, but when half a dozen Deity/Immortal players agree, it can't be all that wrong ;)

1.5-2 workers per city means that you'll stack 2 workers often enough to cut improvement time in half. Worker unit costs aren't going to be crippling early gamw

KingMorgan
Jul 01, 2009, 10:24 AM
Not enough workers is a massive problem for me - or it was till RRash set me straight.

It is quite surpirsing how much difference having lots of workers makes on a map.