[MODULE] Golem Workshops

This mod is a fun little twist, and certainly gives you somewhere to retire obsolete golems to (i.e., worthless wood golems), I enjoyed it, but also found myself parking guards on top of immovable Workshop golems... until I got Nox Noctis, ha ha.

Makes me wonder whether this type of mechanic might be expanded into some kind of deal where you dedicate Slaves or other units to other kinds of improvements. Get a little more than the "Hurry" value of a Slave, although at risk of the Slave getting raided by someone, or a % chance they die in the Mines, Quarries, or wherever (i.e., gain an "Indentured Labor" promotion that holds a % chance of death each turn).

Again though, cool system.
 
This mod is a fun little twist, and certainly gives you somewhere to retire obsolete golems to (i.e., worthless wood golems), I enjoyed it, but also found myself parking guards on top of immovable Workshop golems... until I got Nox Noctis, ha ha.

Great. How was the power of the work promotions? Strong, weak, somewhere in between? Did you find it worthwhile to replace wood golems with iron golems at any time? Were they ever useful in the early game?

Makes me wonder whether this type of mechanic might be expanded into some kind of deal where you dedicate Slaves or other units to other kinds of improvements. Get a little more than the "Hurry" value of a Slave, although at risk of the Slave getting raided by someone, or a % chance they die in the Mines, Quarries, or wherever (i.e., gain an "Indentured Labor" promotion that holds a % chance of death each turn).

I think someone already make a module like that, or at least planned it...

It was a thread about an upgrade of the slavery civic. A system like that was suggested, but I don't know if it was implemented.
 
IMHO
Mines Quarries Plantations Workshops and Towns would work for slaves and
Mines Quarries Workshops and Towns for Golems
slaves should give smaller increases because they are easier and cheaper to get
 
IMHO
Mines Quarries Plantations Workshops and Towns would work for slaves and
Mines Quarries Workshops and Towns for Golems
slaves should give smaller increases because they are easier and cheaper to get

What yields would you assign to them?

As far as I know only the :hammers:, :food:, :), :yuck:, :health:, :traderoute: and :gp: actually work. :culture: and :gold: might work, but I've read about problems with them.

There is no :commerce: tag, which would otherwise be a given for plantations...

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I'd give mines and quarries 1:hammers:, plantations 1 :traderoute:, farms 1:food: and have the slaves die after about 35 turns.

Cottages and their upgrades, .5:), no death. They'd be servants and such, so easier work.

Available to anyone, but obviously more common under slavery. I'd try to add some way to convert population to slaves under slavery, and have all slaves emancipated when you switch out of it.
 
I found the little boost worthwhile in the early game, but a hammer here or there in the late game wasn't too exciting. One odd thing though, the promotion description talks about giving the hammer and GPP to any city within two tiles... I might've taken that too literally, as I placed a couple of workshops in an overlap of two BFCs (I was crowded on an island and couldn't help it). Only realized now, after turn 400, that only one city's display mentions getting a couple hammers from a unit in the vicinity, and the other city who I thought was getting it too, gets nada. Oh well. It would be odd to have one workshop benefitting two nearby cities, I guess it's just deceptive to read it on a promo description like "Working Iron Golem."

Back to the late game point, I guess I could say that Luchiurp are big time builders, lots of engineer specialists possible, lots of good production boosting buildings, so the whole deal with "oh and here's an extra couple hammers from units it cost 90 (Wood) to 180 (Iron) hammers to build, it's a long, long, long term investment. Still, Axemen and Champions sure don't give you hammers or GPPs so it's not a complaint, it's a neat twist. A small bonus for builders, if your army is kind of demobilized at the moment.
 
I found the little boost worthwhile in the early game, but a hammer here or there in the late game wasn't too exciting.

When I played with it, I found that it was near worthless in the early game. Worker turns to build a workshop, city turns to build a golem and then a nearly defenceless golem sitting there, ready to be eaten by barbarians.

One odd thing though, the promotion description talks about giving the hammer and GPP to any city within two tiles... I might've taken that too literally, as I placed a couple of workshops in an overlap of two BFCs (I was crowded on an island and couldn't help it). Only realized now, after turn 400, that only one city's display mentions getting a couple hammers from a unit in the vicinity, and the other city who I thought was getting it too, gets nada. Oh well. It would be odd to have one workshop benefitting two nearby cities, I guess it's just deceptive to read it on a promo description like "Working Iron Golem."

Strange, I thought it applied to both cities as well.

Back to the late game point, I guess I could say that Luchiurp are big time builders, lots of engineer specialists possible, lots of good production boosting buildings, so the whole deal with "oh and here's an extra couple hammers from units it cost 90 (Wood) to 180 (Iron) hammers to build, it's a long, long, long term investment. Still, Axemen and Champions sure don't give you hammers or GPPs so it's not a complaint, it's a neat twist. A small bonus for builders, if your army is kind of demobilized at the moment.

Yes, small bonus, but free. More hammers and less upkeep, and you need the units anyway.

Still, I would have liked it if it had been worthwhile to upgrade to iron golems, rather than just use ancient wood golems...
 
It's probably worthwhile to do the upgrade, but if you're at war, you may need those Iron Golems scaring folks off elsewhere. Normal speed it's 6 turns to break a contract, which means if you retire a wood golem (or oh boy, maybe just delete them, I haven't tried that!), an Iron Golem's just waiting around to take on the work. That pays for itself though after just a few turns (12 I suppose), after that, it's all gravy.

I guess the Luchiurp are funny in terms of it sometimes being strategic to get rid of your old golems (delete) in favour of new ones with slick Blasting Workshop, Pallens Engine type upgrades... I suppose workshop duty is a good alternative for Iron Golems who lack all the newest bells and whistles though. Have the ones with Fireballs, Perfect Sight, maybe even Hidden promo wandering the world, but the boring ones can stay at home. Still, I just never got around to replacing old Wood golems, was busy killing off the neighbours and didn't want to have wimpy immobile units standing all over my turf (less a concern after Nox Noctis though). I wonder if Adaluria Chamber hidden golems can stay hidden once they go for the Workshop Contract promo, does that count as a spell which breaks Hidden status? *invisible golem assembles 800 pairs of dwarven workboots overnight*
 
hey guys been a long time lurker here, massive fan of the mod, rekindled my love of the civ game. Luchiurp are def my favorite civ so i will throw something in here.

one thing that hasnt been mentioned - and im just throwing around ideas here - what if the golem working the workshop always counted as being worked. So for example if you had a pop 4 city with 4 farms and a workshop you could put a golem on the workshop and have the other city pop working the farms. This would represent the golem freeing up the population to work other areas. It wouldnt have to be limited to just workshops because golems could be in theory trained to work any menial task such as a mine or what not but because of unit maintence you wouldnt really want to have all tiles with a golem, even 5 cities thats a significant cost of putting a golem on everytile. The more im thinking about it though it might end up being a little overpowered but still even have 20 squares being worked by golems can cost a fair bit maybe have a set up cost like 10g to represent fitting the golem out to be a labour rather than a warrior?

Lemmie know what you think! :)
 
Lemmie know what you think! :)

Not possible*, otherwise a good idea.

I've considered implementing supply crawlers. They would create an improvement that reduced all yields to zero, thereby at least removing the incentive to work the square. They'd also summon a supply terminus that you'd put in the city that receives the goods.

But I'd need python to assign the correct output to the terminus, commerce would be uncrawlable and of course there is no chance it wouldn't be stupidly overpowered.

*Without editing the dll.
 
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