Presently units with the Build Outpost, Build Radar and/or Build Airbase worker jobs checked will be lost once they build one of the three tile improvements. Shouldnt this be optional?
This implies the need for a Unit Lost flag in the Worker Jobs screen. If checked, the unit disappears once the improvement is built.
This means that you could toggle the feature off (i.e. Worker is not lost when improvement is built). Likewise, you could also toggle the feature on for other improvements (e.g. Mining costs a Worker).
Just to give you an example: I was thinking of a mod that would divide Worker Jobs into various units (rather than just the one Worker unit) where the units are lost following each job, thus forcing you to rebuild them. For example, an Engineer unit could only build RR and be lost after building but would be very cheap. Each time you build an Engineer, its the equivalent of building the rails for the Railroad as well --it also means that the Engineer has to go back to the new target square each time, thus the means of transportation determines how fast the job gets done rather than just the units work rate. Likewise, the shorter the units time in the field, the less you will pay in maintenance. Variations on this would apply to the different worker types (e.g. Farmer, Miner, etc.). Its just an example mod but it should give you an idea of what I mean.
Seeing as how its really just a matter of adding a flagconsidering the AI isnt even designed to take maintenance into account, it seems unlikely that its set to distinguish between improvements that cost units and those that dontits really just a question of whether its worth the bother of doing so. Thats why I opened this poll.
This implies the need for a Unit Lost flag in the Worker Jobs screen. If checked, the unit disappears once the improvement is built.
This means that you could toggle the feature off (i.e. Worker is not lost when improvement is built). Likewise, you could also toggle the feature on for other improvements (e.g. Mining costs a Worker).
Just to give you an example: I was thinking of a mod that would divide Worker Jobs into various units (rather than just the one Worker unit) where the units are lost following each job, thus forcing you to rebuild them. For example, an Engineer unit could only build RR and be lost after building but would be very cheap. Each time you build an Engineer, its the equivalent of building the rails for the Railroad as well --it also means that the Engineer has to go back to the new target square each time, thus the means of transportation determines how fast the job gets done rather than just the units work rate. Likewise, the shorter the units time in the field, the less you will pay in maintenance. Variations on this would apply to the different worker types (e.g. Farmer, Miner, etc.). Its just an example mod but it should give you an idea of what I mean.
Seeing as how its really just a matter of adding a flagconsidering the AI isnt even designed to take maintenance into account, it seems unlikely that its set to distinguish between improvements that cost units and those that dontits really just a question of whether its worth the bother of doing so. Thats why I opened this poll.