how to move units effectivelly

smazacek

Chieftain
Joined
Jul 22, 2003
Messages
18
Moving huge amounts of units really annoyes me in CIII. For example when pollution strikes in hills, I need 16 slaves to clean it in one turn. Moving 16 workers from one part of continent to another is sort of boring ... Connecting specified amount of units into one bunch would really help. Wasn't it possible in CII? Thanks for tips.
 
the 'j' button is a stack command. Then all units on the same tile at the time you press 'j' can move together...
 
Originally posted by Darkness
the 'j' button is a stack command. Then all units on the same tile at the time you press 'j' can move together...

Thanx Darkness! I was wondering where this key was, to move heaps of units in one go. :thumbsup:
 
In that pollution case. I always have lots of workers on the same square fortifited and I use wake all and <SHIFT>+<P> clear pollution oder. Whitch is in my opinion quickest way to handle with pollution.
 
Originally posted by kzk
In that pollution case. I always have lots of workers on the same square fortifited and I use wake all and <SHIFT>+<P> clear pollution oder. Whitch is in my opinion quickest way to handle with pollution.

Actually when all the tiles in your teritory have been improved, you could also automate (shift-A) your workers, then they do it by themselves and you don't have to do anything. That, IMHO, is even faster.
 
Fast, but wasteful...

Why I hate automation:

* They hide in cities and waste their movement when they think there is nothing to do, so if you do need them for something you have to not only find the city in which they hid, but also wait a turn before they will activate.

* They have no concept of managing multiple workers. You even see a worker waste it's turn moving to a tile that the very next turn will have a road completed on it (simple example of worker stupidity).

Automating for pollution is IMO the worst of all kinds of automation:

* They clean up polloution before you can see where it is, so you often miss re-assigning a citizen to work the tile. Having it on manual means you see the pollution, and you remember to work the tile again.
 
I apologize if this is slightly off topic, but it does seem to be in a similar vein.

I have run into the following situation multiple times to the point where I have developed a set tactic or approach to handling the problem. Also this approach has only been utilized in the lower levels (Chieftan through Regent). And on Large and Huge Maps.

Okay, I have this sprawling empire created by expansion and conquest (I deemed the land was unsuitable for the AIs use. :) ). More than half of all tiles are untouched beyond my core cities and the following things are occuring. I have Steam Power and am starting to link up this vast empire and Industrialization tech means I am starting to Gold-Rush Factories (or I have pre-built in anticipation of Industrialization) and now I am starting to get pollution. And I have been lazy by automating some of my workers once my core(s) were established. (Especially the abundance of slave laborers to auto-cut jungles. And especially if most of my attention has been drawn to fighting in major wars.)

Now if a polution appears on a tile without a road, you are done for, since all those (A)utomate and Shift-A workers are going to dogpile into that tile and lose a turn getting in, bring too many workers to get it done efficiently and take a turn to get out without even building a road for your trouble.

So, I have illustrated the problem, what is the solution? Well, I try to divide my workers into the following groups.
- Slave labor - automate for jungles and other automated tasks.
- My workers I split into three groups.

--- approx 60 % I rename (PTW only?) to 'RoadmaN'. These are the guys I send to link up the cities with railroads, to irrigate, etc. The two capital letters on either end is usually enough for me to spot them and differentiate them from some un-renamed worker.

--- approx 30% I rename to 'RADIOman'. These are the guys I send to clean up pollution as their primary task. But since pollution doesn't occur every turn, their secondary task is to build roads on all plains and graslands in the empire. This means they will be tasked for only a few turns before they can be sent off to clean up new pollution. I leave Hills, Mountains, Forests, etc to be roaded by the RoadmaN group. By having a force to road up the empire, I reduce the chances of the scenario I talked about above. And should the pollution appear on a tile without a road, my first workers are tasked with building the road and later workers with cleaning the polution, so the road is done before or on the same turn.

-- approx 10% are just floaters, doing misc tasks wherever needed. I don't rename these.
 
As you say - on lower levels you can do this.

On higher levels you really need to manually control your workers, or you will suffer....
 
Originally posted by smazacek
Moving huge amounts of units really annoyes me in CIII. For example when pollution strikes in hills, I need 16 slaves to clean it in one turn. Moving 16 workers from one part of continent to another is sort of boring ... Connecting specified amount of units into one bunch would really help. Wasn't it possible in CII? Thanks for tips.

Find out the number of workers required to clean up pollution on a grassland/plains/desert tile. Then create one or two stacks of that many workers each on a separate tile. When pollution happens on a grassland/plain/desert, just wake that whole tile and use j to move them to the polluted area. The number of workers will be exactly the number required to clear the pollution.

Also create a stack of twice the number of workers required to clean a grassland/plains/desert tile, and use those in the same manner for hills and forests.

Do the same for mountains and jungles, except with 3 times the workers needed to clear a grassland/plains/desert tile.


When done, move workers back and use the fortify all command.
Make sure you get Replaceable Parts ASAP as it halves the number of workers you need to do anything, including clean up pollution. Also make sure you have railroads in each of your pollutable tiles (those inside any city's radius that are also within your borders). Put railroads on the other tiles afterwards for good measure ;)
 
Back
Top Bottom