Wizard-Bob
Always remember to Find Your FUN!
Does this do away with the ability to chop forests for resources?
Does this do away with the ability to chop forests for resources?
I think it's a good thing. Not because of their reasoning that it "feels strange" to have a unit around from start to finish, but because it actually makes it so workers are now an investment that doesn't create almost infinite value anymore.
It may even be the case that we will now value other things over workers although there's still stuff to improve and the timing for when we build new workers will, assuming stuff is tuned right, have a lot of potential for important decisions.
It might...I could see forest / jungle chopping/ marsh filling (and pillage repair) being something that builders do over time (like civV workers)
Listen Rykia, you know and I know that if builders are steal-able, our build order isn't going to change. Instead we are going to have a whipping boy AI that we camp and steal builders from over and over again, all game long
On that note, Chinese builders can fast build wonders so IF, it is unit specific (not nation specific), then China AI is going to have a very hard time, every, single, game
All builder projects are immediate however if chopping trees will still be an option, remains to be seen.
I hope that it is and welcome it being instant since china Wonder perk is already making China shape up to be the dominant Civ unless we downgrade wonders to Civ:be levels!
That's easy to fix. Make it so they can't be stolen anymore. Or maybe make it so that workers can be stolen but act as slaves that only ever have a maximum of one charge.Listen Rykia, you know and I know that if builders are steal-able, our build order isn't going to change. Instead we are going to have a whipping boy AI that we camp and steal builders from over and over again, all game long
On that note, Chinese builders can fast build wonders so IF, it is unit specific (not nation specific), then China AI is going to have a very hard time, every, single, game![]()
The impact of stealing Workers is still reduced, because they're on limited charges. Given the (presumed) ability to steal civilian units, this will always be the case when civilian units are tied to infrastructure. Which seems to be a par for the course for the Civilisation series
There doesn't necessarily need to be anything done for it.
Worker stealing was dumb in Civ 5, and even with charges it would probably still be quite bad for the game if it's still possible to abuse the AI like that. x2Madda is completely right in that it would completely take away from many of the decisions.The impact of stealing Workers is still reduced, because they're on limited charges. Given the (presumed) ability to steal civilian units, this will always be the case when civilian units are tied to infrastructure. Which seems to be a par for the course for the Civilisation series
There doesn't necessarily need to be anything done for it.
I didn't comment on it not being a bad thing for the game, I simply said the effect would be reduced given the impact in CiV. Additionally, given insta-build times, the window of opportunity to steal Workers is vastly reduced from CiV / BE.Worker stealing was dumb in Civ 5, and even with charges it would probably still be quite bad for the game if it's still possible to abuse the AI like that. x2Madda is completely right in that it would completely take away from many of the decisions.
One could even draw the conclusion that being able to steal a constant stream of workers with charges is even MORE broken than stealing permanent workers, simply because everybody else in the world has to keep pumping production into workers while you get yours free from that neighbor that you've been bullying for 4000 years. A single worker-steal would be worth less, but the process of worker-stealing - if still possible the way it was in Civ V - would gain a lot of relative power.
Which is good, because we agree on that.I didn't comment on it not being a bad thing for the game, I simply said the effect would be reduced given the impact in CiV. Additionally, given insta-build times, the window of opportunity to steal Workers is vastly reduced from CiV / BE.
It wouldn't change the dynamic between the one who steals and the one who's stolen from (other than the fact that the one who steals has greater incentive to keep stealing), but it would impact the balance towards all other Civs. As I already said, those who aren't involved at all have to constantly produce new workers, which will make the difference between a Civ that is not involved and a Civ that constantly manages to steal bigger.As for the long-term impact of Worker-stealing, it would be identical, because in CiV you'd still have to keep pumping production into Workers. There wouldn't be an improvement for the aggrieved party in this instance, but there wouldn't be a worsened situation either.
If the builders are full of building materials, maybe the unit is disbanded and you get some gold when you attack a defensless one.
Still I think I like the simplest answer in that they get killed when you attack a defenseless one.
I dont think people mind civilian to be stealable. What they mind is the ai letting them undefended or worse being able to farm them on specific tiles. I had to make the ai cheat by having vision 2 tiles outside its border to at least diminish farming potential.