CtP's Public Works or Civ's workers?

What do you prefer: CTP's Public Works or Civ Worker Units.

  • Call To Power's Public Works

    Votes: 17 47.2%
  • Civilization's Worker Units

    Votes: 11 30.6%
  • I dont know

    Votes: 8 22.2%

  • Total voters
    36

J-S

Crusader
Joined
Apr 4, 2002
Messages
264
Location
Argentina
I can't decide... PW has the advantage of terraforming without exposing a pussy worker unit, not to mention the tedious micromanagement this requires in big civs, but then again, it isin't so realistic.

I can't seem to find any pro-worker ideas so post yours!
 
Although i like civ3 more than CTP, i think public works is realistic and much better, because the micromanagement of the worker in big civilizations is annoying and in real life u have to pay to make railroads (and it is really expensive) like in CTP, also in real life u dont have all ur country full of railroads, in Civ3 all the civs have their empires full of railroads too soon, i mean u just get a cheap worker and then with that worker u can make railroads in all ur empire. In CTP u have to pay to make railroads or roads or famrs ect and it is expensive, so it is almost impossible to have all your empire full of railroads in CTP as in real life.

I vote for CTP's Public Works.
 
I'd have to vote with CTP public works even though I didn't like the game. I think the micromanagement of all the works is such a pain....
 
i love civIII but ctp's public works is better and to me its much more realistic
 
O have to admit that I finally swallowed the occasional irritgated iron (I modded hills irrigatable) and now use shift+a on 80% of my workers. Thus, little micromanagement, so CivIII workers rule!

I especially like the fact that they are exposed!
 
More realistic? What are you smoking? What do you need to do in RL if you want to build road? Sending workers like in civ3 or clicking on silly icon and got road from nothing in no time.
Only thing which i whould like to see in workers abilities is terraforming and they whould work perfectly.
 
Especially after GOTM06, the first time I've played on a larger map than Standard size. :rolleyes:

Overall I much prefer Civ3 to CtP/2, but PW is definately something I miss from those games. (I also don't like the fact that road gives +1 trade and rail gives +1 irrigation/mines. They should effect movement only.)

And Workers are just a pain the arse.
I don't trust shift-A either, I have to manage them manually.
The AI does stupid things like irrigate bonus grass under Despotism. :rolleyes:
 
1. It sounds very logical that roads and raildroads give bonuses to trade since it's hard to trade without roads or somewhere where you had to wait 10 hours in traffic jam to reach your destination point. :)
2. If i remember right there was no automatic public works in CTP2 and you had to build all farms, than advanced farms and etc by yourself, so there is not much differance for you i think. As for me i'm setting my workers on auto since first turn and never thinking about them again, except times when i'm in war and getting railroad upgrade during it. :)
 
I have to say that I prefer Civ3 Workers. I understand that they sometimes get annoyed and hard to manage, but the latest patch made this easier with the stack command. Despite this fact, and even considering that the AI will never manage them as good as a human would, I prefer workers because of its strategic uses.

In CTP2, you cannot build public works outside your national borders, and with the worker unit there is no such a restriction, therefore you can send some workers to build roads connecting you and another civ, thus allowing trade and commerce.

And workers are great units to function as "bait", when you want to divert enemy forces to a "kill zone", since the AI has an insatiable apettite for workers. But I realize that this is an AI flaw, one that is easily exploitable.

And workers have another interesting use: they may be added to the population of recently conquered cities, somehow alleviating the pressure put on you because of culture flipping and unhappiness.
 
personally i prefer the public works because ....

1/ reduces micromanagement of workers
2/makes the terrain and improvments look soo much more realistic as u dont get railroads on EVERY single tile of the map
3/ the improved improvments through time make your civ look like it is advancing ... but that wouldnt have to be just with PW

the advantages of workers would be that they are
1/ more tatical ... can be taken and killed by the baddie civs and be used outside the borders



i dont see that workers are any more realistic at all (even less so) as both are quite abstract anyways ... and i beleive that the public works takes so much away from micromanagement to outway any of the benifits of units as workers

the use of workers outside your territory is good (and handy at times) so i think it would be good if u could still build them but at a LARGE cost ... perhaps as military unit?
 
I'm all for PW for the same reason everyone else has: easier micromanagement. But what I don't like about PW is that you can actually 'acumulate' points. I mean, that's like saying that since you didin't use that worker for like 10 turns you can build one of those megamines in 1 turn coz you "acumulated" the worker's... energy? :confused:
PW should be a potential thing, meaning that if you don't use those points by the end of the turn, you loose 'em.
 
Originally posted by Selous
the use of workers outside your territory is good (and handy at times) so i think it would be good if u could still build them but at a LARGE cost ... perhaps as military unit?

This is a good idea. PW for the more "domestic" tasks, and some Army Engineer Corps for the tactical use of terraforming. I like it. :goodjob:
 
that's like saying that since you didin't use that worker for like 10 turns you can build one of those megamines in 1 turn coz you "acumulated" the worker's... energy?

What you said makes logical sense, but I'm not sure it would work in gameplay terms. Certain improvements in CtP/2 cost a LOT of production ... IIRC things like Listening Posts and Fortifications were very expensive ... without being able to accumulate PW points, you'd have been shafted ...
 
I was really excited when Loki (may they rest in peace) ported CTP to Linux thinking I could finally quit having to dual boot to play Civ, but the public works thing was the second thing that turned me off of the game (the first being the interface).

Slowly but surely, Freeciv is making progress!
 
Originally posted by Alc0p0pz
Certain improvements in CtP/2 cost a LOT of production ... IIRC things like Listening Posts and Fortifications were very expensive ... without being able to accumulate PW points, you'd have been shafted ...
I agree. So, I'm thinking you can't acumulate BUT you can "pay" PW in parts. For example, if you get 400PW per turn, for building that 1000PW Listening Post you'd need 3 full turns to "pay" for it (apart from the turns the structure phisically takes to build). But if you pass 3 turns without asigning any PW, you totally loose those 1200PW. Althought it sounds like it's the same it's not...

Also, you know how in Civ you can dispose of Oil just by having a dirt road between it's location and your city? What's that all about? I mean, there are no resource-specific terrain improvements. An Oil refinery costs millions of $$$ to build!!! Imagine if oil companies could just suck crude out with a straw!! :lol:
 
Originally posted by J-S

Also, you know how in Civ you can dispose of Oil just by having a dirt road between it's location and your city? What's that all about? I mean, there are no resource-specific terrain improvements. An Oil refinery costs millions of $$$ to build!!! Imagine if oil companies could just suck crude out with a straw!! :lol:

More micromanagement. More options, that's for sure, but also more micromanagement. They wanted to streamline the game for the non-Civ generation. Bad decision. Bad. :(
 
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