1 polution causes *20* worker pile-up

skintigh

Chieftain
Joined
Nov 6, 2001
Messages
26
Yes, 20. I counted. And that's only on ONE square!!! At one point I had a long dirt road that never had less than 40 workers marching back and forth to one polution or another. The fact that none of them made it to the polution before it was cleaned up never discouraged them.

Finally, long after I had nuclear subs, stealth fighters and modern armor, I found the ONE chunk of coal on my planet and was able to make choo choo trains. Now I only have to worry about polutions in a bottle-neck area, then I watch for 15 minutes while the computer takes it's turn and moves all my free workers to it.

I guess 800MHz isn't enough for a large map. How did I ever play civ 2 on my 166?

:nuke:
 
At one point in my game, I've 65 workers and all in auto mode, takes me about 7 mins for computer to move them all. Bare in mind that my PC is P4-1.7G with 256 Rambus!!!

Anyway, if auto worker mode, all workers tend to clean polu first then build road to resources.
 
As I understand it, you cannot clean up pollution in less than 2 turns, so there quickly comes a point when adding more workers becomes unneccessary, surely the AI knows this ?

Maybe not ...
 
My territory expanded over a small stretch of water to a one square chunk island connected to the mainland by a strand.

15 workers decided to march north about 12 squares and around the other side, through enemy lands, to develop this piece.

Deactivating 15 workers to get them back to safety was no fun.
 
God yes!

I'm glad somebody else commented on this problem. Not the pollution, but the workers wandering to cities across the globe. I was playing in Europe on a world map and had one city up in Scandanavia as well as one on the far west corner of Africa. Every few turns EVERY available worker would decide that those cities needed improvement, and started the ten plus journey through the middle east and Russia in order to get to them. It was driving me crazy. I was considering selling off the cities just to get rid of the damned marching worker problem.

A solution to this is simple, allow you to actcivate/wake all the workers in a stack at once.... because they always ended up stacking and you'd have to go and wake them one at a time. Fortunately I since discovered that you could hold down shift and wake more than one at a time, but a feature to wake them all to stop their stupid journeys would be tremendous.

Also stacked movement I suppose.

Anyway, it's a still a great game, don't let the whiners get anyone down.
 
If you really want to solve your polution problems You need to do it manually. What I do is set up @6 man worker teams to clean up polution. As soon as polution starts up I send a team to clean it up. If they all work together it is possible to clean the polution up the same turn it appears. That's fast. I zoom out to do this as it's easier to spot polution without having to hunt for it (I control my naval units zoomed out while I'm cleaning pollution also so I can do more faster).

Currently I have one team per island minimum and larger islands have 2-3 depending on how bad polution is in the area.

Just remember you can gang bang pollution with workers to just zap it away.

Endureth
 
There usually comes a point in my later games where my civ is railroaded, mined, and irrigated to its fullest. I, too, end up making pollution "teams" with my workers. I keep them at the ready, and if something crops up, I just hit Shift-P and they get on the job. I can clear it in one turn without a problem usually. If there is no pollution around, I merely hit the space bar 5 or 6 times quickly. The rest of my workers I have chopping and replanting also in teams so they can chop and replant in a single turn. It can be time consuming, but it can help late game production nicely.

Automating settlers, even with the Shift-A function, seems to make them a bit goofy. I HATE it when they run clear across my civilization to build a railroad when there are roads that can be worked RIGHT UNDER THEIR FEET!!!!

It must be important - they do look like they're RUNNING everywhere that's for sure.
 
Civilization Fanatics' Forums > CIVILIZATION III > Civ3 - General Discussions > 1 polution causes *20* worker pile-up

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Nov 30, 2001 09:02 AM

skintigh
Chieftain

Registered: Nov 2001
Location:

1 polution causes *20* worker pile-up
Yes, 20. I counted. And that's only on ONE square!!! At one point I had a long dirt road that never had less than 40 workers marching back and forth to one polution or another. The fact that none of them made it to the polution before it was cleaned up never discouraged them.

Finally, long after I had nuclear subs, stealth fighters and modern armor, I found the ONE chunk of coal on my planet and was able to make choo choo trains. Now I only have to worry about polutions in a bottle-neck area, then I watch for 15 minutes while the computer takes it's turn and moves all my free workers to it.

I guess 800MHz isn't enough for a large map. How did I ever play civ 2 on my 166?





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Nov 30, 2001 09:46 AM

Chuck
Chieftain

Registered: Nov 2001
Location: Norman, OK

how am i playing civ 3 with 5 civs on a large map on my 350mhz? Who knows...



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Nov 30, 2001 10:21 AM

Natel
Chieftain

Registered: Nov 2001
Location:

At one point in my game, I've 65 workers and all in auto mode, takes me about 7 mins for computer to move them all. Bare in mind that my PC is P4-1.7G with 256 Rambus!!!

Anyway, if auto worker mode, all workers tend to clean polu first then build road to resources.



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Nov 30, 2001 11:55 AM

xane
Chieftain

Registered: Nov 2001
Location: London UK

As I understand it, you cannot clean up pollution in less than 2 turns, so there quickly comes a point when adding more workers becomes unneccessary, surely the AI knows this ?

Maybe not ...


__________________
x a n e


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Nov 30, 2001 12:23 PM

magnifico
Chieftain

Registered: Nov 2001
Location:

My territory expanded over a small stretch of water to a one square chunk island connected to the mainland by a strand.

15 workers decided to march north about 12 squares and around the other side, through enemy lands, to develop this piece.

Deactivating 15 workers to get them back to safety was no fun.



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Nov 30, 2001 12:27 PM

DoorFrame
Chieftain

Registered: Nov 2001
Location:

God yes!

I'm glad somebody else commented on this problem. Not the pollution, but the workers wandering to cities across the globe. I was playing in Europe on a world map and had one city up in Scandanavia as well as one on the far west corner of Africa. Every few turns EVERY available worker would decide that those cities needed improvement, and started the ten plus journey through the middle east and Russia in order to get to them. It was driving me crazy. I was considering selling off the cities just to get rid of the damned marching worker problem.

A solution to this is simple, allow you to actcivate/wake all the workers in a stack at once.... because they always ended up stacking and you'd have to go and wake them one at a time. Fortunately I since discovered that you could hold down shift and wake more than one at a time, but a feature to wake them all to stop their stupid journeys would be tremendous.

Also stacked movement I suppose.

Anyway, it's a still a great game, don't let the whiners get anyone down.



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Nov 30, 2001 12:57 PM

Endureth
Chieftain

Registered: Nov 2001
Location:

Solving polution
If you really want to solve your polution problems You need to do it manually. What I do is set up @6 man worker teams to clean up polution. As soon as polution starts up I send a team to clean it up. If they all work together it is possible to clean the polution up the same turn it appears. That's fast. I zoom out to do this as it's easier to spot polution without having to hunt for it (I control my naval units zoomed out while I'm cleaning pollution also so I can do more faster).

Currently I have one team per island minimum and larger islands have 2-3 depending on how bad polution is in the area.

Just remember you can gang bang pollution with workers to just zap it away.

Endureth



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Nov 30, 2001 03:16 PM

Kev
Hired Goon

Registered: Feb 2001
Location: Ringwood, NJ USA

There usually comes a point in my later games where my civ is railroaded, mined, and irrigated to its fullest. I, too, end up making pollution "teams" with my workers. I keep them at the ready, and if something crops up, I just hit Shift-P and they get on the job. I can clear it in one turn without a problem usually. If there is no pollution around, I merely hit the space bar 5 or 6 times quickly. The rest of my workers I have chopping and replanting also in teams so they can chop and replant in a single turn. It can be time consuming, but it can help late game production nicely.

Automating settlers, even with the Shift-A function, seems to make them a bit goofy. I HATE it when they run clear across my civilization to build a railroad when there are roads that can be worked RIGHT UNDER THEIR FEET!!!!

It must be important - they do look like they're RUNNING everywhere that's for sure.



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The answer is simple; don't automate your workers to develop your infrastructure. You should do it yourself if you want it to be done 'right'. Since there are 20 squares per city (potentially) to develop, and there are several ways to prioritize the order you develop them (and how; are you roading for commerce, are you emphasizing food, commerce, or production, where are you building railroads first?), AND since travel times to get to the squares by your workers also has a direct and sizable influence on how to go about efficiently applying all the other criteria, PLUS you also have to consider which cities have more of a 'need' for development than others at any given point, its really a human decision to bring up the infrastructure.

If they put a 'perfect' automation algorithm in Civ it'd make the computer *much* more dangerous at all game levels (one of the very few human advantages over the AI on higher levels is that the AI doesn't know how to develop its infrastructure efficiently), and would also allow players who haven't devoted the thought about infrastructure to keep up with those who have.

I suppose on the plus it would make the game play somewhat faster, but I play for the building, not really for the counters-on-map combat that many seem to. Personally, I've come to enjoy my huge 20-30 hour CivIII games, load up play for two hours

I like Shift-P for pollution automation, but only after I have full or near full railroads in my lands.
 
I'm afraid automating the workers needs to be foregone to get any sort of efficiency. Sometimes, just for ease of use I change the rules to require integrated defense to cut down forests so automated workers don't hamstring all the forest cities. Back before I learned, I had a civ all roaded and mined and irrigated (and, damn, all the forests gone). I was almost to railroads so I didn't mind all the workers just standing around (cause there was nothing left for them to do) Then, voila, I got steam power and they kept standing. Drat, no coal. Then all of a sudden they all started running like crazy in the same direction. Have I discovered a new source of coal and they're rushing to build railroads? No such luck. My cultural influence had expanded to reveal a single unroaded, unirrigated square and they were all hell-bent to get there and road it and irrigate it. They looked like sperm rushing for the egg.
 
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