Indian Fast Workers

Take a look at the pre-release information. The Indian workers and normal workers have the same movement. So it seems that the fast worker actually makes improvements faster, not move faster.
 
MarcAntiny I agree, even though the worker speed is just movement, I still also will play the indians 1st.
 
ToV said:
Take a look at the pre-release information. The Indian workers and normal workers have the same movement. So it seems that the fast worker actually makes improvements faster, not move faster.

Worker 2 Movement 30 (Uses both Hammers & Food) Can build Improvements: Automate options for Trade Routs, Improve Specific Cities, Improve Everything in Sight

Fast Worker (India) 2 Movement Indian UU; replaces standard worker; improves Terrain

According to this pre-release you are right. Not sure if it's correct as many seem to think they gain movement; however, in what way does the Indian Fast Worker improve terrain that the normal worker can't if this info is correct. I know in CIV IV desert cannot be settled, or worked. If they can irragate this areas then I can see this as very valuable. Who knows... I can't wait for the game to be here... 8 days...
 
Hey, any more info would be great from one of you beta testers lurking out there!!!
 
Indian Fast Worker (Domestic/Non-combat Unit. Replaces the Standard Worker):
0 Strength, 3 Movement, 40 Hammers
The unit does not require any technologies or resources for its construction. The special ability of this unit is that it is fast (at 3 moves per turn). A note for Workers in general: Basically, AI improvements play a huge role in their automation. Partially, it is also because of more specific terrain improvements (meaning that if you don't have Iron connected to your trade network, the worker will build a Mine, not a Windmill on the only unconnected Iron resource inside your boundaries).
 
The new preview confirms that the worker has 3 movement not faster building rate. I personaly think this isnt such a great boost but now that i think of it with railroads not giving unlimited movement this will be a crucial unit in big civs, but come to think of it i dont think big civs will be a good idea this time around :(
 
civaddict098 said:
The new preview confirms that the worker has 3 movement not faster building rate. I personaly think this isnt such a great boost but now that i think of it with railroads not giving unlimited movement this will be a crucial unit in big civs, but come to think of it i dont think big civs will be a good idea this time around :(
Movement rate is part of building. Remember in CIV III that you could move your worker spots on a road. So you were able to move him 2 spots and begin work right away. This is the same basic benefit in CIV IV. You will be able to move your worker 2 spots and then start work, where a normal worker will only be able to move to that location and then start work the following turn. So you actually get a 33% increase in building as well as movement. May not seem like much but over the course of the entire game it should add up quite nicely.
 
Krikkitone said:
Well possibly, given that the regular worker has 2 move, I think this will definitely not be that big of an improvement.
I think you are underestimating the value of infrastructure in this game. ;)
 
The only advantage i can see here is that India will simply need less workers to get the job done.

Like if any nation would have, say, 10 workers, then India would have 7 or 8, and their building capacity/speed would be roughly equivalent in the long term...
 
EvilGuy said:
The only advantage i can see here is that India will simply need less workers to get the job done.

Like if any nation would have, say, 10 workers, then India would have 7 or 8, and their building capacity/speed would be roughly equivalent in the long term...
Exactly, and because of this benefit while other nations are spending turns and resources building workers, India will be building troops, city improvements and wonders... So in theory, they should have great big beautiful cities!! :beer: It also depends on how much cost difference there is between the regular worker and fast worker. 40 hammers seems excessive but I don't pretend to know how much a regular worker will cost.
 
Let me get this straight: for a 100% increase in cost (which is substantial in the early game), India's workers gain a single extra movement point, for a 50% greater speed.

That's negligible. The ability to move onto a unroaded forest or hill and immediately begin work is practically worthless. The few moves that will be saved will be eaten up by trying to build the stupid things... plus, I suspect India can't build normal workers, unlike everyone else, who has access to normal versions of their UUs.

:mad:
 
Well it really depends on how much roading/improving one does. If I need to move a worker, over roads I have already built, to a new tile, a regular worker can go 3 spaces (1+2/3) and start working. An Indian Worker can go 6 spaces (2+2/3) and start working. But that is merely how far they can go, if a regular worker could only move 1 it could Not Move and start working in the same turn.

This is really only going to help if you are constantly moving your workers back and forth between cities, because 3 squares is enough to get from any one part of the City Radius to any other. It will also help in laying down that first road. (It also helps workers escape because 3 is faster than any unit on the board)

But the major improvement was over a worker that moved 1, a worker that moves 2 is almost as good as a worker that moves 3.

I did hear somewhere that a regular worker would be 60 Hammers. In that case the Indian UU would DEFINITELY be worthwhile.
 
Civrules said:
Nah, that's a mistake. It is actually 35 hammers. I'll ask TF to fix it for me. :) Thanks for pointing it out.
[EDIT] There's one or two more incorrect hammer #s...
Keshik 50 Hammers.
Skirmisher 25 Hammers.
Fast worker 60 Hammers.
@ oxonian2001 - That should be correct.


From the thread about the last preview. so that's 60 hammers!!! This looks weak, but I'll hold judgement until I try the game.
 
Yeah, India actually gets a MUCH better deal than last time around. The War Elephant was basically a useless unique unit. Now, India gets fast workers, which I'm guessing will be kickass, because the 3 or 4 movement will let them get to work on things like clearing jungle much faster, which was a HUGE SOB in the last game if you started in the tropics. Not only that, they STILL get to use elephants, so long as they have the resources!!
 
War elephants were perfectly fine as UUs. These fast workers, at a cost of 60 hammers (!) are a massive ripoff. The time that might be saved moving the workers onto forest, jungle, or hills will be eaten up by building the units in the first place.
 
Normal workers are also 60 hammers/food.

40 would have been fairer...

We do have to see how different terrain works out movement wise. If you can move and start building on forest, hills, swamp, etc. It could be worth your while
 
Not according to the pre-release info. on this site, which gives a cost of 30 for normal workers.
 
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