![]() |
| General | Hosted Sites | Civ5 | CivRev | Civ4Col | Civ4 | Civ3 | Civ2 | Civ1 | Misc | Marketplace |
![]() |
|
|
Welcome to Civilization Fanatics' Center. You are currently viewing our site as a guest which gives you limited access to our site features. By joining our free community, you will be able to participate in the discussions, search the forum, send private messages, vote in polls, upload your own screenshots to the gallery, and access many other special features. Registration is fast, simple and absolutely free, so sign up today! If you have any problems with the registration process or your account login, please contact support. |
|
|||||||
| View Poll Results: Was this useful to you? | |||
| Knew it already. I'm bored now and will go and read something else |
|
8 | 42.11% |
| WOW! I never knew that |
|
10 | 52.63% |
| Sorry, I don't understand a word of it |
|
1 | 5.26% |
| Voters: 19. You may not vote on this poll | |||
![]() |
|
|
Thread Tools |
|
|
#1 |
|
Gone to the dogs
Join Date: Jan 2004
Location: Bangkok
Posts: 227
|
Worker moves
The first post of this article completely failed to take into account the differences between single player games and multi-player games. This was entirely my own fault as I only do Play by Email games these days. My thanks to Thot for pointing out the error of my ways (even though I wasn’t thanking him when I first found out
).For those that can’t make head or sense of the thread I’ve tried to put all of the information into one more coherent document. This is available from my web site. Also thanks to smiggins, Sir Bugsy, Pang & Tai for reading through it before posting. Worker moves There are important differences between how worker orders are executed between single player games and multi-player games. This analysis contrasts the differences between single player and Play by Email games – it should hold equally for other types of turn based multi-player games, but this has not been tested. For turn-less games all bets are off. The key point is a contrast between how worker jobs are executed. The game dynamics are very different between the two types of game and anybody switching from one type of game to the other should be aware of these differences. This is shown by the following premise: If you are going to make a road that is going to take three turns to complete then you should either assign one worker or three workers to the task. If you assign two workers then you will waste one worker turn (it will still take them two turns to complete the road).Although true for a single player game, this is false for a multi-player game! Hopefully the analysis contained here will help players increase the flexibility of their worker gangs by shedding some light on the worker model use in Civilization III. Please note that anybody who wants to get into this should already be familiar with Cracker’s analysis of worker orders. There’s no point in utilising this information without already understanding that. I have been using Conquests to do these tests, but I’ve seen the same behaviour in Play the World and don’t expect that it will be any different in the vanilla version. Important points The analysis is a bit long in places so I wanted to get the important conclusions into the open at the start for those who just want to know the facts. For more detail continue to read the article. The single most important point In a single player game the dynamics are such that all workers in a stack will finish at exactly the same time even if this involves wasting worker effort. In a multi-player game the dynamics are such that when enough worker effort has been put into a task then extra workers can be immediately re-assigned to other tasks. Single and multi-player rules
Multi-player rules
Single player rules
Further experiments Note that as the thread continues and theories are tested we will be trying to work out in a bit more detail how these things are calculated. I will therefore be editing this and posting either confirmed messages or further explanations as they become available. Is the amount of work to be done on a tile always based on the BWT or, is the tribe base turn cost calculated and this then used? What’s the difference? Basically this amounts to a question of when the rounding is done. This may affect your choices of what to team up and how many to team up. This is also likely to affect workers when they are in Anarchy. It will also affect how the bucket is filled when switching governments. Contents
Last edited by KayEss; Mar 08, 2006 at 01:29 AM. |
|
|
|
|
|
#2 |
|
Gone to the dogs
Join Date: Jan 2004
Location: Bangkok
Posts: 227
|
This was the main initial point that I wanted to make and had noticed in many PbEM games. It turns out that this isn't the full storey.
Play by Email Worker Moves - The simple Ancient era case If we start in the ancient era with a non-industrious tribe then we can see that to build a road will take a base of 3 worker turns. That means of course that a single worker will take 3 turns to complete it, but how exactly does this work (the numbers are the turns that things happen on)?
This means that the road will certainly be complete by the beginning of the next turn (turn 5), but would appear at some time during turn 4. What happens if we add a second worker?
The road is now complete a turn earlier, but also notice that the second worker is free on turn three to be moved to the next tile that needs a road or start a mine or irrigation project. When you try this you will also see that the road is always complete by the time that the second worker arrives in your unit instruction cycle. Forest clearing example Here is an illustrated example to drive the point in further. Note that the worker below will finish clearing the forest in four turns – this means that for a worker of this efficiency the work bucket is 4 turns deep. I have a nearby worker who will join the first worker next turn. ![]() How many turns will it take to clear the forest and what will we be able to do with the workers when we complete it? Popular wisdom is that we will waste a worker turn when we add the second worker to do this. We will still clear the forest faster, but at the cost of wasting a worker turn where we could be doing something else. Let’s see if this is true. Here is the next turn. The second worker has been moved across and as you can see the tree chopping will complete in 2 turns. Let’s add the second worker and see how it pans out. ![]() On the next turn we see that the forest is gone, our temple is a lot closer to completion and, most importantly, that only one worker turn was needed! The other worker is now free to start irrigating. ![]() So, was there an advantage? Clearly there was. The work was finished earlier and we were able to start the irrigation earlier. Critically we also didn’t waste any worker turns. A total of 4 worker turns were used to chop down the forest (1 + 2 + 1). The turn sequence is laid out below.
Last edited by KayEss; Jul 11, 2004 at 05:07 AM. |
|
|
|
|
|
#3 |
|
Gone to the dogs
Join Date: Jan 2004
Location: Bangkok
Posts: 227
|
How fast is too fast?
The following analysis uses the dynamics of the mulit-player games to work out worker wastage because in this mode there is the least wastage. For single player games you are likely to waste even more worker moves and the conclusions of the analysis still hold, although the wastage numbers are higher. Is there a limit to the number of workers we can utilise on a project? Yes there is. If our goal is to build a road from point A to point B then there is an upper limit to the number of workers that can be usefully put to this task. Here’s how to work it out:
This is pretty good, but can it be improved on? Let’s see about 4 workers:
We can carry this on to any number of workers we want. At six workers we get this:
You are now back in the same position as turn 2. Nice and easy again. But critically what happens when you add a seventh worker?
From here we have the same sequence as the six worker example except that we have an extra unit who always moves onto a new tile. We don’t get any work out of one worker every turn as he’s always moving to a new tile. This is clearly a waste of a perfectly good worker who should be doing something else. If we were irrigating whilst we were going along then the number of workers we would need before we started to waste worker turns would be increased, but in any case there is an upper limit. Are there any circumstances that change this? Indeed there are. If you look at a stack of workers adding rails where there is already roads then you can go through the above exercise and see that you always use as many workers as you have available. This is because the completed rail road has zero move cost and the workers will have the opportunity to work after they move onto a tile with roads on it. So we can see how stacks work, but how efficient are they? A single worker to road a tile takes 4 turns to do so (one to move there and three to build the road). The stack of two workers took a total of 5 worker turns to do the same task (move one worker, move the second worker and it still takes three ‘moves’ to complete the road). This means that if you move a stack of 2 workers you waste one worker move. Similarly if you move a stack of three workers then the same road takes a total of six worker moves. This means that you should only stack workers making roads where the saved turns to get the road completed earlier are more important than the wasted worker moves! Don’t forget though that stacking workers irrigating or mining (or any other task) is just as efficient as a single worker so long as the worker is able to start working as soon as they enter the tile. Normally this means that there must already be a road or rails on the tile. There is another small point to consider here too. If you look at our example of more than three workers stacked to build a road you will see that the road completes even fast, but we never waste more than three worker moves per tile of road (this is on flat terrain anyway). If you really need a road quickly then you should have a stack of six workers doing it. Factors on worker speed Governments have an effect on the speed of workers as do some technologies. These are the normal factors in Conquests:
The Calculations The editor makes it clear that each worker job has a bucket made up of units of worker turns. We’ll call these base worker turns (BWT). On the standard rule set an ancient era worker for a non-industrious tribe will do two BWT per actual game turn (GT). For an industrious trait this changes to three. The following table shows the worker jobs and their BWT: Code:
Job BWT Build road 6 Irrigate 8 Mine 12 Fortress 16 Barricade 16 (N/A for Vanilla & PtW) Railroad 12 Plant forest 18 Clear forest 4 (Vanilla & PtW are 5) Clear wetlands 16 Clear damage 24 So, building a road on grassland requires 6 BWT (1 x 6), for hills 12 BWT (2 x 6) and for a mountain 18 BWT (3 x 6). Normally these will take 3, 6 and 9 turns respectively for a non-industrious tribe (ignoring other government & technology factors above) and 2, 4 and 6 turns for an industrious tribe. Ganging together a worker and a slave From this we can predict what will happen when we team a worker with a slave to make a road. ![]() The prediction is that a worker and a slave (from a non-industrious tribe) ganged up above should be able to build a road on this flood land tile in 2 turns ([2 + 1] + [2 + 1] = 6 BWT). Below is what happened (this is actually the next turn as both the worker and slave completed their task during the inter-turn). ![]() Exactly as predicted the road is complete and we’ve used the turns of both the worker and slave. Last edited by KayEss; Jul 11, 2004 at 04:47 AM. |
|
|
|
|
|
#4 | |
|
Minstrel Boy
Join Date: Dec 2002
Location: Check Six!
Posts: 4,261
|
@KayEss: You are to be commended for putting a lot of time and effort into this. In my opinion, this has the potential to help a lot of players. There are several handy little "worker move charts" floating around. The first time someone sees one they usually say something like "...what does that mean?" Your article shows the potential to connect those dots. If I may pick one nit:
Quote:
|
|
|
|
|
|
|
#5 |
|
Gone to the dogs
Join Date: Jan 2004
Location: Bangkok
Posts: 227
|
Thanks Scoutsout. As I'm sure you realise the whole reason for me putting this up here was reading the GK2 forum which I have gotten a lot out of.
I deliberately left most of the industrial (edit - industrial? industrious of course -edit) analysis out of it - the needs to be properly researched and will come out of the follow on questions. The main thing in my mind is how is the rounding done and where is it done? This means reverse engineering the internal formulas to get a result that will work not only with the normal game but also for mods that alter worker strengths. Last edited by KayEss; Jul 09, 2004 at 01:08 AM. |
|
|
|
|
|
#6 |
|
216
Join Date: Dec 2003
Location: LUE
Posts: 2,154
|
I feel sad that I have the only vote.
__________________
Official Cartographer of the Fifth Demogame Out of the Rubble I - The Byzantine Empire | Out of the Rubble III - The Chinese Empire Bab a Yetu Lyrics Proud LUEser 402 |
|
|
|
|
|
#7 | |
|
Chieftain
Join Date: Jan 2004
Posts: 12
|
Good Article and thanks for all the work that flowed into it.
I especially like that you stress out the need not to use worker gangs for building roads. But (and I am sorry to say that this is a huge but ) your analysis only applies to MP-Games (certainly PBEM and hotseat, I am not sure about other MP-Games). In SP-Games this premise is still true:Quote:
Last edited by Thot; Jul 09, 2004 at 06:52 AM. |
|
|
|
|
|
|
#8 | |
|
Gone to the dogs
Join Date: Jan 2004
Location: Bangkok
Posts: 227
|
Quote:
|
|
|
|
|
|
|
#9 |
|
Gone to the dogs
Join Date: Jan 2004
Location: Bangkok
Posts: 227
|
Worker moves in a Single Player game
Here is an illustration of what Thot was talking about. I'm clearly going to have to put a lot more work into explaining this and seperating out different game types. And there was me thinking it was just the difference between industrious and non-industrious rounding that was going to be complex...
Worker moves in a Single Player game The game dynamics are different for single player games. This is what happens when we chop down a forest and bring a worker in a turn late to help us.
So what happened? If we add up the number of worker turns of effort that were used we can see that this time it is 1 + 2 + 2 = 5! How does this happen? It seems that the game works out when to do things in a completely different way. In a Play by Email game the workers put their work into the bucket either when they are first assigned to do a task, or at the end of the next turn. In a Play by Email game the next unit of work is put in the bucket during the inter-turn. Here are some screen shots of the above scenario. It is played in Conquests with a non-industrious tribe. Turn 1 ![]() In the above picture we are just about to assign the worker to start chopping down the forest. We can see that there are four worker turns. There is a second worker ready to join in next turn. Turn 2 ![]() The second worker joins in and we are told that there are 2 worker turns left. So far it is exactly the same as the multi-player version. Turn 3 ![]() In our next turn we do not see the forest cleared. Why? Well, the two workers haven’t had their go yet. In the Play by Email version the next worker turns were done during the inter-turn. In a single player game the worker turns are now done later. This difference is critical. Because the workers go last and not first the game cannot hand us the worker turn that would get wasted. Turn 4 ![]() Here at the beginning of the next turn the forest is clear, but the extra worker turn we put into it is clearly gone and wasted. We can’t carry it over. |
|
|
|
|
|
#10 |
|
Chieftain
Join Date: Jan 2004
Posts: 12
|
Let's stay with the forest example: What you can do is use a third worker in turn 3. Then the other 2 workers are free and movable to do another job. Always when you assign a worker to a task it's done immediately in this turn. But in the following turns it will only be done in the end of the turn just before the AI is on the move.
I also don't know why it's different in MP-Games compared to SP-Games. |
|
|
|
|
|
#11 |
|
Analyst in the UK
Join Date: Apr 2004
Location: Cambridge, UK
Posts: 771
|
This is a really great piece of work, and it simplifys the analysis of worker turns. The only wasted worker turn is a turn where the worker uses its whole turn moving.
__________________
Building our own wonder! An ARK in the Cambridgeshire Fens |
|
|
|
|
|
#12 | |
|
Mac addict, php monkey
![]() ![]() |
Quote:
In a multiplayer game the software clearly can't split the inter-turn activities into two phases and cycle through all the civs twice for each turn, so the two processing phases must be compressed into one. I'm guessing this is the reason for the change in behaviour.
__________________
-- Alan -- - Fold for TeamCFC Avatar image Milan Trykar. Courtesy of Snow Leopard TrustC-IV SGOTM Links: BtS SGOTM 12 Signup Thread | Progress & Results | NEW BUFFY Mod for BtS 3.19 Mac OS X C-IV Utilities Drag'n'Drop Mod Installer | GOTM Mac HOF Mod | Macapaka .fpk File Extractor and Creator | GOTM Mac Assets Checker Civ3 Utilities: 20K Culture Excel Calc w. Anarchy OS X: FileValet compressor/archiver for Civ3 Complete | Civ3 1.29b2 Updater | TextEdit for Civ3 Mods |
|
|
|
|
|
|
#13 | |
|
Gone to the dogs
Join Date: Jan 2004
Location: Bangkok
Posts: 227
|
Quote:
The difference here is indeed one of timing, but from what I've seen on PbEM games something like the following occurs:
In practice this means that even if you set the game up human, AI, human, AI then the two humans will move before the AI players. The AI moves are always executed on the computer of the player who goes last. I don't know enough about the cycle on a single player game to know exactly how this works out. But from the test I've been doing on worker orders then it seems that in a PbEM game if you cancel an order then you must wait until your next turn until you can re-order that worker as the worker turn was already done at the beginning. On a single player game it seems that the player goto cycle (and worker orders) is executed before the turn cycles over so that when you cancel a worker order you can re-instruct that worker immediatly. I don't know about unit goto orders in single player games, but I do know that in PbEM games there's both benefits and dangers. It does seem to me that you could account for the difference in timing by just swapping where the turn cycle occurs and where the human goto orders are done. This won't account for the difference in accounting that the game uses for calculating how much worker effort has been expended and how much is still required. |
|
|
|
|
|
|
#14 |
|
Shaken, not stirred.
Join Date: Jan 2002
Location: Nanaimo BC Canada
Posts: 1,407
|
I think it is important to stress in this article that the entire concept of avoiding wasted worker turns only applies to tiles which already have roads. (You do note that ganging should not be done to build roads, which comes to the same thing, but the point perhaps needs more emphasis and an explanation as below as to why this is.)
If a tile does not have a road then ganging more than one worker to perform an action on it wastes at least one worker turn per additional worker. (More may be wasted in single player mode if there's a worker production overrun on the last turn.) For example, suppose that three workers are beside three grassland tiles which are to be roaded. If the workers each move to a separate tile and then road, it will take 4 turns to road all three tiles. If the workers move together to each tile and then road each, it will take 6 turns to road all three tiles. Another important thing to note is that workers can perform a full turn of work even after using up some of their movement allowance. E.g. a worker can move two tiles along roads and then make a full turn of contribution toward irrigating or mining the tile they're on. One final comment: I think the forest clearing example you use in the article is perhaps an example to be avoided for new players in Conquests. In Conquests I think it is generally a bad idea to road a forest before clearing it. (There are exceptions but generally bad.) The forest clearing operation is so fast in Conquests that as a result, clearing then roading requires 7 turns, vs. roading then clearing (as in your example) taking 6 turns just for the first step of building the road. If the road is built before there's a town to receive the shields then roading first can make sense but the increased total cost is so large that it is often worthwhile trying to find an alternate sequence to defer the task till later. Last edited by SirPleb; Jul 09, 2004 at 08:31 AM. |
|
|
|
|
|
#15 |
|
Mac addict, php monkey
![]() ![]() |
What I'm speculating, and expressing badly, is that for the single play human player there are two processing cycles between turns. If we look at it as 5 steps in a cycle:
1 Human plays 2 Human hits next turn 3 Human worker actions complete and some other end of turn processing is done 4 Each AI plays and end of turn calculations are done for each 5 Computer cycles through all players again to determine new build orders. 1 Human player gets control and plays again For multi-user, step 5 has to be done on the computer of the player so that the player can select new build orders. So step 5 has to be merged with step 3, or maybe done at the start of step 1. Otherwise the game would have to pass around all the human players twice for each turn - once to play and see worker turns end, and once to see buildings finish and research projects complete, and decide what to build next. This changes the processing squence, retains a human player's control for longer at one time, and might give an opportunity for the human player to reuse workers in a stack on the turn when their work is not needed. As I say, this is all speculation on my part, and I don't even know what multi-player looks like But your article has given me lots of food for thought for which I thank you, and I'll watch more carefully next time I'm ordering worker stacks around.
__________________
-- Alan -- - Fold for TeamCFC Avatar image Milan Trykar. Courtesy of Snow Leopard TrustC-IV SGOTM Links: BtS SGOTM 12 Signup Thread | Progress & Results | NEW BUFFY Mod for BtS 3.19 Mac OS X C-IV Utilities Drag'n'Drop Mod Installer | GOTM Mac HOF Mod | Macapaka .fpk File Extractor and Creator | GOTM Mac Assets Checker Civ3 Utilities: 20K Culture Excel Calc w. Anarchy OS X: FileValet compressor/archiver for Civ3 Complete | Civ3 1.29b2 Updater | TextEdit for Civ3 Mods |
|
|
|
|
|
#16 |
|
Analyst in the UK
Join Date: Apr 2004
Location: Cambridge, UK
Posts: 771
|
One interesting comment on the roading gangs,
1 man - 1 road in 4 turns 2 men - 2 roads in 5 turns for the gang, 1 in 5 per worker 3 men - 3 roads in 6 turns for the gang, 1 in 6 per worker 4 men - 4 roads in 7 turns for the gang, 1 in 7 per worker 5 men - 5 roads in 8 turns for the gang, 1 in 8 per worker 6 men - 6 roads in 9 turns for the gang, 1 in 9 per worker So although the road get built quicker the more workers you have in it, they are actually less efficient.
__________________
Building our own wonder! An ARK in the Cambridgeshire Fens |
|
|
|
|
|
#17 | ||
|
Mac addict, php monkey
![]() ![]() |
Quote:
Quote:
__________________
-- Alan -- - Fold for TeamCFC Avatar image Milan Trykar. Courtesy of Snow Leopard TrustC-IV SGOTM Links: BtS SGOTM 12 Signup Thread | Progress & Results | NEW BUFFY Mod for BtS 3.19 Mac OS X C-IV Utilities Drag'n'Drop Mod Installer | GOTM Mac HOF Mod | Macapaka .fpk File Extractor and Creator | GOTM Mac Assets Checker Civ3 Utilities: 20K Culture Excel Calc w. Anarchy OS X: FileValet compressor/archiver for Civ3 Complete | Civ3 1.29b2 Updater | TextEdit for Civ3 Mods |
||
|
|
|
|
|
#18 |
|
Gone to the dogs
Join Date: Jan 2004
Location: Bangkok
Posts: 227
|
@SirPleb - I think in light of what I have found out about single player games the whole article is getting a reshape. I will put more emphasis on this wastage that also RFHolloway brings up.
@AlanH - I think we are saying exactly the same, but in slightly different ways :-) The thing that has me confused is that on a single player game the end of turn seems to be between your steps 4 and 5 and on a multi-player game although it seems to be in the same place your step 3 occurs before your step 1! |
|
|
|
|
|
#19 |
|
Analyst in the UK
Join Date: Apr 2004
Location: Cambridge, UK
Posts: 771
|
What would happen if on turn 3 you woke one of the workers, would you be able to use that worker and the forrest chop still complete?
Turn 1 one worker works turn 2 2 workers works turn 3 wake 1to move onto a new project, leaving 1 to complete the chop. Of course that would not be easy to keep track of to say the least, but you could cancel one, look to cancel the other, and see if it still had 1 turn to go, and if it didn't reassign the first one. Time for some experiments I feel.... Edit :- as an alternative, just use an irrigation since as Sirpleb suggests roading then chopping is normally bad.
__________________
Building our own wonder! An ARK in the Cambridgeshire Fens Last edited by RFHolloway; Jul 09, 2004 at 09:34 AM. |
|
|
|
|
|
#20 | |
|
Mac addict, php monkey
![]() ![]() |
Quote:
I recall SirPleb and I having a similar debate about this phasing before, in connection with 20K cuture calculators. Maybe someone needs to check if culture calculations are also affected by single- vs multi-play? Though I guess culture victories are a bit thin on the ground in multi-play
__________________
-- Alan -- - Fold for TeamCFC Avatar image Milan Trykar. Courtesy of Snow Leopard TrustC-IV SGOTM Links: BtS SGOTM 12 Signup Thread | Progress & Results | NEW BUFFY Mod for BtS 3.19 Mac OS X C-IV Utilities Drag'n'Drop Mod Installer | GOTM Mac HOF Mod | Macapaka .fpk File Extractor and Creator | GOTM Mac Assets Checker Civ3 Utilities: 20K Culture Excel Calc w. Anarchy OS X: FileValet compressor/archiver for Civ3 Complete | Civ3 1.29b2 Updater | TextEdit for Civ3 Mods |
|
|
|
|
![]() |
| Bookmarks |
|
| Thread Tools | |
|
|
Similar Threads
|
||||
| Thread | Thread Starter | Forum | Replies | Last Post |
| Worker Moves | KayEss | Article Comments | 0 | Apr 13, 2008 08:22 AM |
| Modern Worker Reskin: Construction Worker (2) | ggganz | Civ4 - Unit Graphics | 2 | Oct 26, 2006 04:31 PM |
| MP show enemy moves not showing enemy moves... | Sodd_ahff | Civ4 - Technical Support | 3 | May 09, 2006 02:15 PM |
| How to turn of so it doesn't show enemy moves / other players moves | Reshad | Civ3 - Game of the Month | 1 | Jun 06, 2005 02:26 PM |