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#1 |
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Emperor
Join Date: Jan 2008
Posts: 1,649
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reworking UU
i've been thinking about if some UU's could use some slight finetuneing ... at the moment my minds is on about Indias Fast worker ... its 'wellknown' that the slower the map the 'less' better it is other than every others workers ...
i've been thinking of 2 ways they might be slighty better ... 1, let them keep the 2 but give them the 'ignore terrain movement cost' as per Mongol UU2, let them keep the 2 and give them 25% faster improvementswhat do people think of those ideas? to OP or UP? Last edited by Sian; Jan 30, 2008 at 06:24 PM. |
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#2 |
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King
Join Date: Dec 2005
Posts: 950
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The first idea could be useful, but I would never do the second. Increasing worker rates has too strong an advantage across the entire game.
The thing about the indian worker to remember is that its the only UU that lasts the entire game!! Personally even though its weaker on certain maps than others, its never so weak that it needs adjustment. |
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#3 |
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Emperor
Join Date: Jan 2008
Posts: 1,649
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well ... it aren't because it's weak ...call it finetuning ...
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#4 |
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2011 Thunderfall Cup
Join Date: Jan 2006
Location: Bear Flag Republic
Posts: 3,593
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I find the Fast Worker already powwerful enough. If you research all the improvement techs (Ag, AH, Mining, Hunting, Pottery, etc.) you can get a rapidly expanding and powerful civ.
__________________
And indeed there will be time to wonder, "Do I dare?" and, "Do I dare?". t.s.eliot |
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#5 |
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King
Join Date: Nov 2005
Location: Somersetshire
Posts: 683
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the Fast Worker normally comes near the top of any 'Best / Favourite UU' poll, so it doesn't need any improving..
as said above, uniquely it lasts the whole game |
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#6 |
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Chieftain
Join Date: Jan 2008
Location: Dublin
Posts: 83
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Actually I always play on fairly big map so they are strong enough...
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#7 |
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Chieftain
Join Date: Jan 2008
Location: Canada
Posts: 90
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The Fastworker is a good UU! Often i save 1 turn on an improvment including roads, its potent in the early stages of the game. The point of the extra move isnt just to move farther but also to start improving faster. Saving a turn every time you have to move to the next job isnt bad imo especially for choppin and gettin to the next city.
Doesnt have the noticable impact alot of UU's have but i think the impact it has is big enough; i likem atleast. |
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#8 |
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Luddite
Join Date: May 2006
Location: Babylon
Posts: 2,361
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I think I'm alone in this, but personally, I hate the fast worker. That being said, I don't think it would be possible to increase work rate, without making it OP. a 25% increase isn't going to do much. I think the only things that would affect would be mines, windmills, watermills, and plantations? Anything less than 4 turns, it won't do anything. I don't remember exactly how long most improvements take, though.
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#9 |
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Deity
Join Date: Aug 2006
Posts: 4,536
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It probably depends on game speed (as well as Steam Engine [I believe this is the tech that reduces improvement time], Serfdom, and Hagia Sofia), but IIRC only [rail]roads take less than 4.
India's UU is very powerful if you are on a massive expansion campaign, but if you play on archipelago, tiny islands, high sea levels, lots of players, they get useless (only have at most a couple dozen improvements to build). |
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