KAuss said:Still, the worker can make a ton of farms and move on
WackenOpenAir said:The point is that having a size 2 or even 3 city is virtually worthless if your tiles arent worked.
Unworked tiles provide 3 total productions. maybe there could be tiles with 3 shield/food + 1 gold at best.
With 2 food being eaten by that citizen, this provides 1 production and 1 gold.
Your city starts out with 9 research. The second citizen makes it 10. Not only is that is so insignificant that it is not worth delaying anything, a worker also brings in much, much more rewards. If you have any bonus tile to work, you will easilly increase food/production to 5 total, sometimes 6.
(delaying the worker and getting 10 research also is too late for getting that religious tech before the AI)
While this 9 starting research from the capital succeeds in making a second city less important (this one also has little to contribute with unworked tiles) The importance of a worker is actually magnified in civ4 because the bonus tiles do not provide their bonus without being worked and extra citizens are, just like extra citizens, much less significant.
Growing a city with unworked tiles is the least rewarding option of all.
-A worker will upgrade your tiles with 3 extra food/production per worked tile in many cases and has the option to bring in forest cuts.
-A Settler will provide a new city that has again 2 base food and 1 production from the city tile to benefit from. In total, this new city will pay back 4 or 5 food/production (and 1 or 2 gold wich is partially or completely undone by upkeep)
-A city growth with unworked tiles will provide you with 1 food/producion (and maybe 1 gold in some cases)
Heroes said:Your analysis is quite accurate.However, it seems to be more efficient to grab a worker from AI instead of building your own worker!
![]()
No, they become completely yours. If you are Indian, any captured workers get the bonus movement. If you aren't Indian and capture an Indian worker, you lose the bonus movement. So it's just as if you built it yourself.WackenOpenAir said:Do they work at half speed like in civ3 ?
WackenOpenAir said:Oh that is nice, but with the line you quoted i meant the military units the AI starts with. I don't want to capture a worker from an AI that is gonna send 10 units on me.
Heroes said:No problem if you are Inca!Even if not so, your warrior can still park on a forest or hill inside their border, waiting for XP and promotion.
![]()
Vizzini said:The AI knows where every resource is in the entire world on turn 1 - if a strategic ancient era resource is within range of their culture the AI will blitz that tech, hook up the resource (and defend it if need be) all within 8 to 15 turns of the start of the game. Faster if that civ starts with Mining. You can bet real money on it.
Vizzini said:Editing via the World Builder is probably not the best way to test.
Choose a "balanced" start. When you choose that map option all strategic resources will be within 2 to 4 tiles of your starting city. Make it a Team game and put 3 or 4 AI Civs on your team so you can see what they're building and researching... this lets you test without ever turning on the World Builder.