Civ4 Preview at Next Level Gaming

Commander Bello said:
One of the main problem of workers - and this hasn't been adressed often - is that it gives tile improvements just for free, which in turn give you economic benefit.
This becomes worse as soon as slavery comes into the game.

In C3C, the Mayas can easily "harvest" some barb camps, get some slaves, and for nil costs can improve their whole territory and get even money out of those improvements! This is a major misconception.
But even without slave workers, the principle still is valid. Get some a pack of 6 workers and road a tile within one turn. Get 1 gpt per roaded tile ad infinitum. Get a mine or an irrigation at additional nil costs. Fortify strokepoints at nil costs....

Town improvements cost you shields. Tile improvements cost you nothing. That is like getting your local highways for free, but collect the toll.


.

It's not a nil cost, you have to pay upkeep for your workers, and you also have to build them, taking shields an population from your cities! It's correct that slave workers have a free upkeep, but some way you have to represent the benefits of slavery! ;)
 
Ooooops, sombody had already answered this one, hehe! I love the workers so much, am getting a bit excited on their behalf here, hehehe...... :)
 
SewerStarFish said:
This is a great way to keep the cultural flip. I hated the Civ III way and the Civ II way wasn't really pretty either. This way I can keep a key strategic city that might (would) be lost in Civ III.

PS Territory is ceeded not seeded :mischief:

To be honest, i always loved this because my civs are usually culture-dominated, so i would end up having loads of cities switching to my side.

But I can understand how this would be annoying in, say, a democracy when one goes to war and their citiaens become restless and defect to another civ.
 
Luthor_Saxburg said:
I presume this will be the same for Artillery... which worries me, as this makes Artillery a even more powerfull weapon!

Sure, it makes SOD's less atractive, but Art is already a too powerfull weapon, with this... :(
In Civ3 artillery is too powerful because the AI doesn't use it. If this is corrected in cIV, it won't be a problem. Also, Artillery MAY hit other units in a stack -- they don't hit them all equally, necessarily.

There will hopefully be reasons to prevent anyone from making artillery SODs.
 
Well, from what I understand of the system, an Artillery SOD will suffer the same problems as any SOD in Civ4-which is the ease with which it can be overrun by an appropriate unit. For instance, we know that Cavalry have a bonus against artillery, so I could see an artillery stack getting quickly wiped out by a group of cavalry-though a stack of Cavalry would be equally at risk from a group of riflemen. My main point is that-by the sounds of it-having a SOD of any unit alone is the quickest route to failure!!

Yours,
Aussie_Lurker.
 
Commander Bello said:
Furthermore, I don't see the more micro-management as far as PW is concerned. You once adjusted the percentage to go into the PW-pool and then you assigned the tiles to be improved. Done.
For me, this is just less micro-management, as we have to check with the economic advisor anyway. But this may be just a matter of personal preferences, as I will admit.

As I remember it, assigning tiles for improvement is limited by the amount in the PW-pool. When the amount is too small for any improvement, no more tiles can be assigned, so you can't set a queue of tiles to be worked, one by one over a longer time, controlled by how the PW-pool fills up each turn.

Instead, you have to manually consume what's available in the PW-pool every turn, or let it grow for a bigger "assigning campaign" later.

Workers are not limited in this aspect.
 
"City Flipping: This time around there is no cultural dominates. What will happen, however, is as your nation expands, other nations will have trouble keeping the citizens happy near your borders, as they look with green envy at all that your nation has to offer. The rival nation will eventually be spending so much cash on the city to just keep the people happy that it will no longer be worth it for them to keep the city, so they may wind up seeding it to you through diplomatic terms."

This is HUGE! I really like this change.

IMO, the problem with city flipping is that the game did not give me even the rough probability that a city would flip. How could I make a stategic decision without that information? For example, if I knew a city had a 5% chance to flip every round, I would have preferred to stop investing infrastructure in it and just wait for the inevitable. Conversely, if I knew instead that a particular city was winning a cultural war (creating a chance of an enemy city flipping) I would want to pile on the cultural improvements.

This adjustment is way better. Good job on this change firaxis ;)
 
Gainy bo said:
To build a worker it costs your city one population point. It also costs up to 10 turns to build. Then you've got the maintenance costs (which vary depending on your goverment). That's hardly 'free'.

Ok, this is becoming a little bit off topic now, but I feel it is needed to make my point of view clear:

We have to differ between
a) fixed costs
b) variable costs

The costs to produce the worker (in shields) and the maintenance for the worker are fixed. That means, as soon as you have a worker, you have spent 10 shields (aka 2 gold) and you have to pay 1 gpt (or whatever your form of government dictates). Whatever you will do with that worker has absolutely no influence on these costs. He could do roading, mining or whatever, it will always cost 1 gpt (2gpt, 3 gpt).

The costs for the improvement would be the variable costs, but there are just none of them. This is best shown at the example of fortresses which are considerably massive fortifications. Do you have to pay anything for them apart from the fixed costs of the worker? No, you don't.
Do you save anything, if your worker doesn't build a fortress, but constructs a road? Again, no.

As soon, as the worker is there, all of it will just be the same.

Therefore, after you've made the strategic decision to create a worker unit, everything coming after that is for free (from the point of view of variable costs).

Well, let's look at the result after 100 turns. You created a worker (+10 shields = 2 gold, -1pop [costs of opportunity not taken into account here], +100 * 1gpt) resulting in total costs of 102 gold.
This worker constructed 100(turns)/6(base construction time) = 16.6666 ~ 17 roads.
Allocating the total costs to the total of roads => 6 gold per road. This is the portion of fixed costs any road tile has to carry.

Now, although there IS a difference between costs and revenues, still those roads gain you money. At the end, if you subtract costs from revenues, you will have either gain or loss.

What do we have in this example?

Let's assume only 50% of those roads are "worked" upon by city population.
As you start at 0 roads in turn 1(worker) and end at 17 roads in turn 102(worker), the average is 8 roads per turn (for 100 turns, as the 17th is near completion, but not completed yet).
As 50% of the roads are worked upon, the average is 4 road tiles per turn worked upon.
Or, to make it more obvious:
turn 100 - 6: 94 gold (gain per 1st road in 100 turns)
turn 100 - 12: 88 gold (gain per 2nd road in 100 turns)
turn 100 - 18: 82 gold (....)
.....
turn 100 - 96: 4 gold (....)
=====================
at turn 100: 392 gold revenue (784 * 50%)

392 (revenue) - 102 (costs) = 290 gain

Of course, the figures become different taking into consideration that you will have more workers who not only construct roads. And we didn't calculate the "loss" in population against the added value by quicker science leading to multipliers as markets and banks (this would be the costs of opportunity)

Nevertheless, at the end the costs of all workers will be hardly 1 per improved tile.

So, I hold my argument, that any improvement caused by workers is just for free. At least, it will be that hard to calculate the "real" costs of a given improvement, so that saying "nil" costs will be a valid approximation.

Gainy bo said:
As for the Jav Thrower, it still costs shields/time to build, and there are maintenance costs associated with it also. Again, not free.
With the military units who did capture the slave, above calculation becomes more complex, but it should be easy to identify that the "costs" of a given military units cannot be allocated to a given tile improvement as the main reason for having this military unit hardly was the improvement, but the protection of your city in combination with the happyness provided by the unit.
You might regard this as indirect costs, as I will admit.

But even if you would try to allocate those costs to the improvement, this would be just balanced by now not only having nil variable costs but nil fixed costs (per worker) either.

To come to an end: I admit that above example holds some slight inaccuracies as there is only a 33% chance to gain a slave. And the the chance to win against a barb might be something around 66% ~ 22%.
OTOH, everything which relates to the mentioned "costs of opportunity" hasn't been put in, either.
 
Wow... :p
No comment at all? Seems as if my explanation was either right or way too complicated - or both ;)
 
I don't know if economics apply... Did the Egyptians pay to irrigate their fields? Did the Qin pay to build the Grand Canal? Did the Romans pay to build those roads? Did the English pay to chop down most of the forests?
I don't know... I do not think the worker system has any particularly major flaws so I don't see why it needs to be replaced... I do remember public works in Call to Power II... The system was pretty good once I worked I found the sliders and the like. But I did notice that in the middle of a war or anything that occupied your attention, you would forget about it. It also meant that each city had to pay for its own improvements, which wasn't so great, because your incredibly rich cities would have all neccessary tiles dealt with and you couldn't use that stuff to fix up other cities- like you can with workers.
 
Commander Bello said:
No comment at all? Seems as if my explanation was either right or way too complicated - or both

Well don't want to really get this economic but I have one question. What does one shield cost in a city (produced by laborers working example in mine)?

In Civ IV the terrain improvements that are placed up resources should at least cost something more than just the initial cost and upkeep of workers making them (unless you have to assign them to the improvement).

In my opinion it's hard to tell whether laborers and workers are peasants/craftsman/slaves or what? This is problematic in a sense determining how much they should cost and how much the improvements they build should cost.

If you ask me the whole economic model of Civ needs revamping and they have already stated that they changed pollution model to health issues so they are probably ready to change economical things too.
Problem is that they want to streamline all these concepts.
I find it hard to believe it will work well in the end meaning whether these concepts will make eventually make sense or not.
 
Furius said:
I don't know if economics apply... Did the Egyptians pay to irrigate their fields? Did the Qin pay to build the Grand Canal? Did the Romans pay to build those roads? Did the English pay to chop down most of the forests?
I don't know... [...]

Yes, they did.
The material wasn't for free, and you would even have to pay for the upkeep of such installations.
The Roman road systems was superior to anything else in Europe until at least the end of the medieval ages. And why was it? Because people didn't like to travel on roads anymore? No. Just because the nations afterwards were not able to spend the money (material, manpower and so on) for the upkeep.

This is one of the reasons why the worker systems is flawed.
 
Furius said:
I don't know if economics apply...

Economics always applies. There ain't no such thing as a free lunch. You pay one way or another.

Like CB rightly pointed out, maintenance of something is often more expensive (in the long run) than the cost to build something in the first place.
 
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