Hi! How many turns for each worker action?

DoubleEdged

Chieftain
Joined
Mar 1, 2004
Messages
8
Hi, i'm the new guy :)
IMHO Civ3 is the greatest strategy game of all time, and SimCity4/AoK:TC has to be tied for 2nd :) (I never played Civ1 or Civ2)

I just got Civ3:PTW a couple months ago (amazing game), but I checked the Civpedia for how long it takes a worker to do his "dirty work", but I think it's off. Here's what it says:

Base Turns to Complete:
06: Build Road
08: Irrigate
12: Build Mine
10: Clear Forest
16: Clear Jungle


But with Germans in Ancient Times I got:
Build Road: (6 in Forest,Hills; 9 in Mountains,Jungle; 3 grasslands)
Irrigate: (4 in grasslands)
Build Mine: (6 grasslands,12 hills,18 mountains)
Clear Forest: (10)
Clear Jungle: (24)


Which just made me even more cunfused. I know that Industrious civs can do these tasks quicker, but by how much? (and germans aren't industrious) Is there a spreadsheet/chart which lists everything that i'm probably looking for? I checked most FAQ's, the manual, google, but i'm stumped. Could somebody fill me in how "Base Turns to Complete" works?

Thanks,
Dave.
 
I'm back, found world-of-strategy.com, which has the best info on turns per worker action i've seen yet, but it's not complete...

For example: jungles can overlay grasslands, grasslands w/ shield (1/3 of the time), or plains; and forests overay all the above plus tundra. And it doesn't mention the industrious civ bonus (if there's even one).

If anybody has anything to add or any links to better pages, by all means please do! Thanks!
 
I will check the editor (C3C 1.15, PTW 1.27) and edit this message with what I find.

*edit*

Civ 3 Conquests
Job.....................Base Turns to Completion
mine..................12
irrigate...............8
fortress..............16
road...................6
railroad..............12
plant forest........18
clear forest.........4
clear wetlands....16
clear damage.....24
airfield................1
radar tower........1
outpost..............1
barricade............16

Civ 3 PTW
Job.....................Base Turns to Completion
mine..................12
irrigation.............8
fortress..............16
road...................6
railroad..............12
plant forest........18
clear forest.........10
clear jungle.........16
clear pollution.....24
airfield.................1
radar tower........1
outpost...............1

As best as I can determine, the movement cost for the terrain is a factor in the turns to completion calculation. For example, in a hills square (move cost 2), the cost to mine is 12 (base) * 2 (move cost) = 24 turns to mine a hill. This presumably applies to Vanilla Civ 3, PTW, and C3C.

Your mileage may vary, based upon native workers, slave workers, demo/fascism/other gov't, replaceable parts, stacks of workers, and possible scenario modifications.
 
'Base' turns is not for your regular non-industrious worker, but for slave workers (who work at half speed). So a regular worker takes 3 turns for a road on grassland/plains, 4 for irrigation et cetera. IIRC industrious workers are 2/3s as fast again, so they take only 2 for a road, 3 for irrigation and 4 for rails/mines. Note that the industrious trait does NOT make slave workers faster and IIRC democracy doesn't either.

Which makes the creation of stacks for 1-turn rails a royal PITA.
 
Originally posted by jack merchant
'Base' turns is not for your regular non-industrious worker, but for slave workers (who work at half speed). So a regular worker takes 3 turns for a road on grassland/plains, 4 for irrigation et cetera. IIRC industrious workers are 2/3s as fast again, so they take only 2 for a road, 3 for irrigation and 4 for rails/mines. Note that the industrious trait does NOT make slave workers faster and IIRC democracy doesn't either.

Which makes the creation of stacks for 1-turn rails a royal PITA.

You have a point. Slave workers in a non industrious civ that isn't in a gov't that affects worker rate have a work rate of 1. Normal workers from that civ have a work rate of 2. In VC3/PTW an industrious native worker has a work rate of 4. In C3C, that same worker has a work rate of 3. These are affected by govt (anarchy decreases, demo/fasc increases) and tech (rep parts doubes).
 
Thanks for the replies! (Whew it's hot! Is it just me, or is global warmimg really making spring earlier and earlier every year?)

On cracker's amazing - GOTM tips if you scroll down to the section: `'Task costs in terms of “Worker Turns”` The table really sums a lot of things up (and is an interesting read).
 
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