how do I make workers uncapturable?

Takhisis

¡Patria y vida!
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I want to toy with the possibility of workers not being armed at all, but being slaughtered if their tile is invaded. Does anyone know of any way to make them die on the spot, other than targetting them with a stealth attack?
 
Hmm, that would make settlers get killed as well. And capturing trophies would be out of the question then.
 
One way that I've found, due to playing the Age of Imperialism mod, which had the settings I'm about to describe:

Change the Population Cost of workers to 0... Yes, this will allow unlimited building of workers (unless you limit them to being produced by buildings and/or wonders like the case was in AoI), but it will prevent capturing of said workers.
 
Hmm, workers would have to be limited, but that's more like it. In one particular scenario, I wouldn't have settlers anyway so that wouldn't be a problem.
 
I think that the AI would spam them because of their awesome terraforming power.
 
Yes... just give the workers a Defense (No Attack) and possibly hit points, your decision. They will not then be captured. I use 5 Defense and 2 Hit Points in EFZI2 Complete.
IF you just want workers to die "on the Spot" just do as Pounder stated... Defense of 1 and No Hit Points.
 
Building off what others have said, you could give them a defense of 1, and a hitpoint deficiency of -1. This way, they're super weak.

You could also make them have a population point of 1, but make them more expensive.

Finally, you could make a different worker unit for each civ, and when they are captured, they would merely die. While this could get cumbersome, this would limit their capture effectively while allowing them to both A) not have any attack or defense values and B) allowing them to retain a population cost.
 
If I give them any defense at all I'll force the invading units to kill them all one by one. I want the AI to be forced to defend their workers or see them die at the hands of the invading hordes on the spot.
 
If you delete the pop cost and give each civ it's own worker, then that would happen.
 
Yes, that's what I think I'll do. To avoid the AI spamming workers instead of other units I'll probably preplace a lot of them and make them require a dummy resource (or be King Units) and let the invaders have at them.
 
as far as i remember a unit gets killed instantly if u are unable to build it cuz the " is buildable" option in the editor for that civ is disabled. The Scout dies if i am not a expansionistic civ.

so woudn't it be enought to give every civ its own uniqce worker?
 
as far as i remember a unit gets killed instantly if u are unable to build it cuz the " is buildable" option in the editor for that civ is disabled. The Scout dies if i am not a expansionistic civ.

so woudn't it be enought to give every civ its own uniqce worker?

Nope, you would still have to remove the population cost, otherwise it would turn into the captured unit from the general settings page. Alternatively that could be removed too I guess.
 
Yes, I'll clone the units and give them different graphics while I'm at it.
 
Nope, you would still have to remove the population cost, otherwise it would turn into the captured unit from the general settings page. Alternatively that could be removed too I guess.
Yoda Power... Yes easy to Change that so no problem :)
 
You could go down the autoproduction route, have an immobile base unit produced every x turns which can upgrade to a worker flagged as a king unit, but with 0 defense.

When a unit attacks it, it will fight the attacker but won't be able to inflict any damage. Cities would take slightly longer to capture if they've got a large workforce hiding there and of course some civs will be able to have workers at various points which do have attack/defense stats.
 
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