C2C - Units

More advanced workers are faster indeed. For the values you have to wait till someone else post them since I don't now them. The 3 Animal-Workers you mentioned are all exactly the same - they just have different requirements.
 
More advanced workers are faster indeed. For the values you have to wait till someone else post them since I don't now them. The 3 Animal-Workers you mentioned are all exactly the same - they just have different requirements.

It is nice to know that they are indeed faster, and it's also interesting that they are all the same. I would have thought elephant workers to be faster than mule workers

But I'd stil be curious to know how much faster they are :P
 
More advanced workers are faster indeed. For the values you have to wait till someone else post them since I don't now them. The 3 Animal-Workers you mentioned are all exactly the same - they just have different requirements.

I have some ideas on making the three animal workers more unique. I'll get around to those after I clear out my current backlog of stuff to do.
 
This seems to be the right place to ask this questions that bothers me so much.

What is the exact difference between the various ancient workers?
Worker, Work Mule, Bison worker, Elephant worker...
Do they have different speed in building improvements? Can they build different improvements? Anything else?

I have looked them quite well in the game, but I found nothing. And while I do imagine that the more "advanced" ones are faster, I would like to know exactly how they differ from one another.
Using c2c v27 by the way.

IIRC with the exception of obsolete routes
  • gatherers= speed 1 and can only do early improvements and are used up by them
  • workers = speed 2 don't get used up when building an improvement, can build improvements that come after Sedentary Lifestyle and before Nitroglicerine
  • elephant/mule/buffalo = speed 3 cant do improvements that become obsolete before Plough or after Nitro
  • industrial workers = speed 4 can't do improvements that are obsolete before Nitro

Where the speed is the relative speed not actual speed. Those numbers are not exactly correct. :( See the Workers thread for details. I have had a number of games recently where I have not managed to get the animal assisted workers so I may need to add more (llama and horse but not kangaroo). They were added to supply flavour without being different. Note @ls612 I'll not be happy if you change them much.
 
IIRC with the exception of obsolete routes
  • gatherers= speed 1 and can only do early improvements and are used up by them
  • workers = speed 2 don't get used up when building an improvement, can build improvements that come after Sedentary Lifestyle and before Nitroglicerine
  • elephant/mule/buffalo = speed 3 cant do improvements that become obsolete before Plough or after Nitro
  • industrial workers = speed 4 can't do improvements that are obsolete before Nitro

Where the speed is the relative speed not actual speed. Those numbers are not exactly correct. :( See the Workers thread for details. I have had a number of games recently where I have not managed to get the animal assisted workers so I may need to add more (llama and horse but not kangaroo). They were added to supply flavour without being different. Note @ls612 I'll not be happy if you change them much.

That's nice to know but.. are we talking of walk speed, or build speed? I assume you mean build speed, which means a work mule is about 50% faster than a normal worker, right?

I find it rather easy to get them by the way, if you use your hunters aggressively enough you will usually manage to get some animal that you can use to make a relevant herd.

On the other hand my continent, which is huge and has 8 civs, has NO cow, pig, sheep. Kind of, you know, a bummer :P Those resources are really hard to do without, and you can't hope to get them through discovery like you can with vegetables at farms or minerals and metals at mines.
 
On the other hand my continent, which is huge and has 8 civs, has NO cow, pig, sheep. Kind of, you know, a bummer :P Those resources are really hard to do without, and you can't hope to get them through discovery like you can with vegetables at farms or minerals and metals at mines.

If you have Llama resource you could at least get wool from Alpaca farms.
 
That's nice to know but.. are we talking of walk speed, or build speed? I assume you mean build speed, which means a work mule is about 50% faster than a normal worker, right?

I find it rather easy to get them by the way, if you use your hunters aggressively enough you will usually manage to get some animal that you can use to make a relevant herd.

On the other hand my continent, which is huge and has 8 civs, has NO cow, pig, sheep. Kind of, you know, a bummer :P Those resources are really hard to do without, and you can't hope to get them through discovery like you can with vegetables at farms or minerals and metals at mines.

Yes build speed.

It depends on where your are on the map equavillant to an Earth map with the "date line" being the edges of the map. If you are in Oceania (South of the Equator 60-180 degrees east) you may not placenta mammals at all and in South America (South of the Equator 60-180 degrees west) you may only get Llamas. This is one good thing about discovering new lands and their exotic animals.

If you have access via trade your Great Farmer can "plant" the resources. The even that spreads a herd resource requires the resource already on the continent I think.
 
If you have Llama resource you could at least get wool from Alpaca farms.

No llama either. I do have herd-mammoth which gives me wool though, and herd - buffalo will give me milk. So I'm not totally down :P

Yes build speed.

It depends on where your are on the map equavillant to an Earth map with the "date line" being the edges of the map. If you are in Oceania (South of the Equator 60-180 degrees east) you may not placenta mammals at all and in South America (South of the Equator 60-180 degrees west) you may only get Llamas. This is one good thing about discovering new lands and their exotic animals.

If you have access via trade your Great Farmer can "plant" the resources. The even that spreads a herd resource requires the resource already on the continent I think.

I am north of the equator, to the west. My continent is about a third of the world high, more or less half made up of tundra. It's very long, spanning two thirds of the length of the world. 8 civs out of 25 were placed on it, and the map is continents (5 continents in total). So yes, it's more than twice the size of any other continent. But there is not a single sheep, pig, cow on it. Nor llama XD

No great farmers for now either as I am still in the ancient era. But as said above, with the herds I'll manage for wool and milk. I was thinking more of the various bonuses than many buildings have if you have cows, pigs or sheeps. And cultures...
 
@Zincat

Sounds like in the North American region. Get any deer resources?

Yeah, that has to be way North or you wont have Mammoths. Not too many resources in that terrain, sorry.
 
Indeed, as I said half the continent is tundra/permafrost. And yes, I do have quite a few deers.

And indeed my objective is to hope for some more farm resources spawn, like potatoes, rice and the like. And mine resource spawns as well

They DO spawn even though I am up here north, right?
 
@ls612,

Are TW actually receiving their proper upgrades with Policing II and III? And it's just a Display problem? Or is the display correct and the upgrades are not being added together properly?

JosEPh
 
Sorry, I'm confused what you are asking. I don't see any promotion stuff whatsoever in that pic. :confused:

OK wrong word (Promotion) should have been UnitCombat Class, sorry, i was thinking one thing and writing down another, my bad.:crazyeye:
 
OK wrong word (Promotion) should have been UnitCombat Class, sorry, i was thinking one thing and writing down another, my bad.:crazyeye:

Oh, it looks like it says that it is a gunpowder unit. Unless I'm still misunderstanding your question. :confused:
@ls612,

Are TW actually receiving their proper upgrades with Policing II and III? And it's just a Display problem? Or is the display correct and the upgrades are not being added together properly?

JosEPh

I don't know for sure. AIAndy wrote the Property system and I do not understand it well enough to debug it. But empirically it seems to help I've noticed in my game.
 
Dang those pills, anyways, i want it to read somehow, to fight against a gunpowder unit also with + gunpowder, now i hope i got it right????

Also in the UnitsInfo XML someone left all kinds of spaces, please correct this, it taking up loading space thx.
 
OK in the pic 1 i have what i mean about Gunpowder units. Also the Zephyr size is way off, cant hardly see it??

Also the Crossbow units, like 5-7 of them are LOW str 11 or so when normal units are at 24-38?? Shouldn't they be moved back in the tech areas?? pic 2,3

JFMI, what class did the Hunter go to? I want to move him on the Nautilus, but cant, i thought he was in the Scout/Explorer line?? pic 4
 
OK in the pic 1 i have what i mean about Gunpowder units. Also the Zephyr size is way off, cant hardly see it??

Also the Crossbow units, like 5-7 of them are LOW str 11 or so when normal units are at 24-38?? Shouldn't they be moved back in the tech areas?? pic 2,3

JFMI, what class did the Hunter go to? I want to move him on the Nautilus, but cant, i thought he was in the Scout/Explorer line?? pic 4

Those low-strength units are "post-apocalyptic" units; you can build them without any resources at all. So if you get cut off from all resources, you have something that's still better than previous eras.

If you want Hunters to move onto Nautilus, the units being transported need to be defined in the XML as SPECIALUNIT_PEOPLE. Ships like Caravel or the Nautilus have:
Code:
<SpecialCargo>SPECIALUNIT_PEOPLE</SpecialCargo>
which allows them to carry any unit defined with:
Code:
<Special>SPECIALUNIT_PEOPLE</Special>
which is what Scouts, Great People, Missionaries, and Executives are all defined as. It's not a matter of the unit class - it's a separate XML tag. I think if you gave a Dreadnought Armor SPECIALUNIT_PEOPLE, it could load onto a Caravel fine. The description of what those units can carry is hard-coded in the XML text files and you would have to change it there; it doesn't necessarily reflect what the underlying code will allow.
 
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