fyermind
Chieftain
- Joined
- Apr 26, 2008
- Messages
- 96
So I am playing with ideas for new unique units and buildings, and some of the one's I really liked was a worker that could join a city as a free citizen.
I played around with it a but and if the return on investments is 2.7% as once suggested, even with a reduced cost of 40H instead of 60H it is a terrible build just to settle without Rep/hammer multipliers (more than 120 turns to pay off). It becomes a really good use for stolen workers if you wouldn't need the worker for ~20 turns or if you get >50% hammer multipliers. With strong science multipliers in one city and Rep, the free citizen becomes a ~10.5 science/turn build for 40 hammers and can quickly outclass building research. (Assumes an oxford city with academy, library and university).
This is without play testing. Assuming Exp was not an associated leader trait, does anyone see any other serious issues? Do free specialists increase population for diplomacy votes or domination victories? Does this favor running Rep so much as to script the player to rush pyramids? (Note that workers are really important in the early game anyway, so the player might not want to settle any until later)
Another idea was a worker/settler that can rush builds for a fraction (maybe half) of their base cost. This would allow for compounding multipliers, but at halved returns the value would be lost unless multipliers were greater than +100%. The real value would be in pre-building major builds such as wonders and universities as well as using small cities to increase production in large cities. It would also increase the value of having small cities in harsh whipping cycles to churn out building production in large commerce cities.
Both seem like they would be poorly used by the AI, but potentially abused by a player. How do they compare to Praets/Fast Workers/Redcoats/War chariots? What about the middle of the road UUs?
Any particular traps I should avoid in traits/UBs?
I played around with it a but and if the return on investments is 2.7% as once suggested, even with a reduced cost of 40H instead of 60H it is a terrible build just to settle without Rep/hammer multipliers (more than 120 turns to pay off). It becomes a really good use for stolen workers if you wouldn't need the worker for ~20 turns or if you get >50% hammer multipliers. With strong science multipliers in one city and Rep, the free citizen becomes a ~10.5 science/turn build for 40 hammers and can quickly outclass building research. (Assumes an oxford city with academy, library and university).
This is without play testing. Assuming Exp was not an associated leader trait, does anyone see any other serious issues? Do free specialists increase population for diplomacy votes or domination victories? Does this favor running Rep so much as to script the player to rush pyramids? (Note that workers are really important in the early game anyway, so the player might not want to settle any until later)
Another idea was a worker/settler that can rush builds for a fraction (maybe half) of their base cost. This would allow for compounding multipliers, but at halved returns the value would be lost unless multipliers were greater than +100%. The real value would be in pre-building major builds such as wonders and universities as well as using small cities to increase production in large cities. It would also increase the value of having small cities in harsh whipping cycles to churn out building production in large commerce cities.
Both seem like they would be poorly used by the AI, but potentially abused by a player. How do they compare to Praets/Fast Workers/Redcoats/War chariots? What about the middle of the road UUs?
Any particular traps I should avoid in traits/UBs?