Best and worst Unique Unit?

Do you just keep around what they built the first time they built something? In the late game I am constantly tearing down new improvements and building old ones. There's never a point where my workers have nothing to do.
 
I'm sure there are people who love the fast worker, I just question it's actual utility.

Even at the end of the game like you discribed, if I was making tile improvements left and right, I'd think I'd have a lot of roads (don't you?) removing the fast workers only edge.
 
You're not removing the edge- essentially, it takes them 1 less turn to build everything- roads, railroads, and improvements. Over the course of the game, that is a lot of "extra" turns.
 
It actually takes them one less turn to make the improvement?

So if I mouse over build road it will read 2 turns instead of 3?
 
If it takes 3 turns to build a road, and I can move my worker to the square AND start building it on the same turn, then say it takes me 5 turns, it's gonna take someone else (without the FW) 6 turns. No, it isn't twice as fast, but it is 20% faster. Aggregated over a whole game, that is quite an advantage.
 
You're forgetting that the regular worker has 2 movement points as well.

So if you're farming or something there literally is no difference. Both units can move onto a tile and start working it the same turn.
 
You have me confused now.

Both the fast worker and the worker can move onto a plain and start working it on the same turn. What is the difference between them there?

The only way there is a difference is if you move onto a hill or forest tile OR if you wish to move a long distance.
 
Praetors RoXX
 
morss_4 said:
You have me confused now.

Both the fast worker and the worker can move onto a plain and start working it on the same turn. What is the difference between them there?

The only way there is a difference is if you move onto a hill or forest tile OR if you wish to move a long distance.
If Efexeye doesn't mind me butting in: There are a couple more scenarios. The most common one would be moving a bit on road, then one tile off road and being able to work that turn.
The other would be for example when building an important road you could use two workers (or worker groups)- one to road the next tile in the road, and one to road the tile after that at the same time, resulting in a much faster road.
(Edit: Didn't see the "Or if you wish to move a long distance," which pretty much sums up what I had to say here... oh well...)

As for the main topic: I wouldn't know, as I'll be geting the game in four days.
 
Honestly, if you played a game as the Indians and then played another game as another civ and showed me the map at 1300 AD I'm not entirely convinced I could spot the impact of the fast worker.

And I'm not entirely convinced the net impact of the fast worker wouldn't be 2-3 extra improved tiles.

I'm just not convinced it has any real significant effect.
 
In a multi game, the fast worker is great. Since its very important to chop the forests, the fast worker saves you at least 10 turns. The Jaguar is very weak in every situation, apart from lack of resource. Fast worker isnt great, but it is useful.
 
That unit reference is pretty handy. I would like to point out that a couple of the UU mounted units recieve terrain defensive bonuses as part of their special ability. Another weird thing I noticed is that Keshisks get 1 first strike but lose immunity from them.
 
eg577 said:
That unit reference is pretty handy. I would like to point out that a couple of the UU mounted units recieve terrain defensive bonuses as part of their special ability. Another weird thing I noticed is that Keshisks get 1 first strike but lose immunity from them.

I noticed that Immortals can fortify, which is very useful.
 
The fast worker is great at start but loses its power once you got roads everywhere.
For me he excels in OCC AW games , depending on you'r map your gonna need to keep some forest around for health and here his bonus really shines when they start pillaging badly.
For instance they pillage hill / forest , take your 3 FW road the tile and your unit can make use of the roads again to escape/ attack other units that are a few tiles away.(edited)
 
Keshiks are the only UU with an agressive leader (Genghis or Kublai) that does not get the combat1 since they're mounted
 
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