Community Feature: Worker Improvements

cottages in my opinion never worked well with automated workers, anything less than a town was seen as a worse tile impovement than anything else, so workers constantly kepot destroying them for farms and workshops before they reached thier potential.
 
cottages in my opinion never worked well with automated workers, anything less than a town was seen as a worse tile impovement than anything else, so workers constantly kepot destroying them for farms and workshops before they reached thier potential.
There is an option in cIV that your automated workers don't destroy old improvements. ;)
 
Well, I have a question:

Does road/rails on HILL have the same maintenance cost as on lowland (grass, plain)? 1 for road, 2 for rails?

I don't like it...

My thought is that roads SHOULD be most of all on lowland, and when built on hills, that should be of high cost maintenantce...

Maybe 2 for roads, 4 for rails - so it would match the cost of two hypothetical tiles of lowland (around the hill).

Better would be cost of 3 (6), so the player better build the way around the hill...
 
Well, I have a question:

Does road/rails on HILL have the same maintenance cost as on lowland (grass, plain)? 1 for road, 2 for rails?

I don't like it...

Most likely the building time will be longer. from then on, they cost the same (which is not that unrealistic)


EDIT: Sorry for double post!
 
There is an option in cIV that your automated workers don't destroy old improvements. ;)

im well aware, the problem with that is then your workers don't do anything, automation sucked in civ 4 lets hope its better in civ 5.

Let's face it: Automated workers were never more than a bad crutch for beginners.

indeed, but i've always automated my workers, its the way i play, i don't like to micro manage them, i just want them to be less stupid is that a crime?
 
What's gameplay reason for this?

Well, I imagine that trade roads and roads for the movement of big troops are more realistic to happen on lowlands... so roads would/should foremost created in that type of land.

I would let it be done on hills, but would be of high cost... higher than any solution of lowlands tiles...

But maybe I am wrong with this...
 
Well, I asked about gameplay, not realism :lol:

gameplay:

1.
I wish that different types of tiles be treated differently:
so in this case - different costs for hills and lowlands...
(but, as somebody else said, this differentiation can be of the diff. length of bullding the road...)

2.
another idea: perhaps roads/rails on hills should give bit less movement bonus...
(again, let's treat hills and lowlands differently)
 
How so? I posted a confirmation that it's perfectly logic - the flatter the land, the more common wind engines are in Germany - see the graphic from Wikipedia I posted.

That's not logic. Windmills are often built near the coast, and that part of Germany just happens to be flat. And of course the Alps would be no suitable location for a windmill farm, but that doesn't mean that flat land is the ideal location for windmills.

This is what it looks like were I come from:

Spoiler :
Vindkraft37.jpg
 
gameplay:

No, that's not it :)
The real question of gameplay is - what strategic decisions does this feature forces users to make? The only answer I see is the choice between direct hill road and plain sideway. But this kind of calculation could be done by preschoolers.
 
Probably an already answered question, but when building improvements that improve resources, is that improvement built on the tile with the resource, or any tile within your borders?

EDIT: Nevermind, this topic was addressed on Arioch's analyst thread.
 
indeed, but i've always automated my workers, its the way i play, i don't like to micro manage them, i just want them to be less stupid is that a crime?

No, it's not. I automated my workers after the fifth city or so in the first couple of games I played. Only from prince upwards I microed them. I still don't micro everything every turn (e.g. citizens).
Sorry if I sounded rude, I wanted to say how bad the AI is (which frustrates me). This was nothing against more casual players! I agree that the worker AI should be better, or at least better adjustable.

That's not logic. Windmills are often built near the coast, and that part of Germany just happens to be flat. And of course the Alps would be no suitable location for a windmill farm, but that doesn't mean that flat land is the ideal location for windmills.

This is what it looks like were I come from:

Spoiler :
Vindkraft37.jpg

Interesting. From a middle-european perspective, the dev's choice seemed sound. Again, sorry if I sounded rude, bad mood day! :blush:
 
No, that's not it :)
The real question of gameplay is - what strategic decisions does this feature forces users to make? The only answer I see is the choice between direct hill road and plain sideway. But this kind of calculation could be done by preschoolers.

I wish to see hills as kind of wild terrain: it should come with a hard strategic decision to bring hills under total control, that is, to have roads on them that negate the effect of the hill (that it causes units to slow down)...

Another thing could be of strategic decision:
perhaps things should be exclusive: either you build road on a hill, or forts, or mine - but only one of the three!

(you see, I always have another idea...)
 
Another thing could be of strategic decision:
perhaps things should be exclusive: either you build road on a hill, or forts, or mine - but only one of the three!

Either way decisions will be obvious. Look, if you can't build road on hills together with other improvements, you will not build roads there, unless there are no other way.
 
That's not logic. Windmills are often built near the coast, and that part of Germany just happens to be flat. And of course the Alps would be no suitable location for a windmill farm, but that doesn't mean that flat land is the ideal location for windmills.

In southern California, wind-farms are often located in passes, be they on hills or flats; just where the wind is plentiful. If the land is not being dominated by other uses, it is generally more convenient to build them on the flats. Note how FEW windmills are on that forested hill! ;)

Windmills are nothing new of course, and have been like watermills for over half a millennium: a method of providing "free" power (i.e., not having to use much more-expensive laborers or draft animals).
 
Either way decisions will be obvious. Look, if you can't build road on hills together with other improvements, you will not build roads there, unless there are no other way.

Ehem, maybe. :)

Now I seem to remember that in one place we could read that roads will DECREASE the output of the tile... is this stiill so?
 
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