• We are currently performing site maintenance, parts of civfanatics are currently offline, but will come back online in the coming days. For more updates please see here.

Indian Fast Workers

Seems to me the fast worker can translate into a major tactical advantage too; get enough of these guys together and your units gain the 'all terrain as roads' ability on all friendly or neutral territory (this is assuming the 3 movement rate is correct). Or instantly link up captured cities with the rest of your empire.
 
Kazper said:
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.
Fast worker cost 40 hammers according to home page update on UU's.
 
interesting, very interesting.

I think that having a fast worker that couldn't be captured could almost be better than the majority of other unique units, but i guess i'll have to play the game to know for sure.
 
MarcAntiny said:
Fast worker cost 40 hammers according to home page update on UU's.

Well I'm basing it off Civrules last preview - or rather his own corrections to it as he made an error in the actual preview. I think this is most likely correct as it seems to have been adjusted up from 40 in earlier versions, so I think the 40 is an obsolete information.
 
Kazper said:
Well I'm basing it off Civrules last preview - or rather his own corrections to it as he made an error in the actual preview. I think this is most likely correct as it seems to have been adjusted up from 40 in earlier versions, so I think the 40 is an obsolete information.

I guess I won't know til tommorrow when I get the game and manual... but in Civrules final pre-release here http://www.civfanatics.com/civ4/preview/filling_the_gap.php it says 40...
 
well surely the indian workers will be harder to catch than normal workers are. Regardless of wether they keep there special ability probably better off trying to herd up a slower civs labour
 
If the difference between fast workers and normal workers is 3 movement to 2, that is obviously not nearly as large an advantage as 2 to 1 would be. I was very excited about this unit, and will still probably want to give it a go to see what the benefits are, but especially if it costs more, I don't see it being as huge an advantage as many initially imagined.
 
Paranoid Eyes said:
If the difference between fast workers and normal workers is 3 movement to 2, that is obviously not nearly as large an advantage as 2 to 1 would be. I was very excited about this unit, and will still probably want to give it a go to see what the benefits are, but especially if it costs more, I don't see it being as huge an advantage as many initially imagined.

They both cost 60 shields/food (although the indian one was mentioned as costing 40, but later corrected to 60)
 
Melendwyr said:
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:

Regular workers cost 60 hammers, settlers cost 100.
 
Melendwyr said:
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.

Want to wait and get a few more facts befroe whining and pre-judging? Regular workers and the Fast Workers cost the SAME in terms of shields, yet the extra movement point allows the Indian worker to move onto forests, hills, jungle, etc (assuming they still take two movement points to cross) and begin building the -same- turn. If you don't think that's a definite boost go play AOK or AOE with a civ that has faster workers and see how much those little boosts, per worker, add up over the course of a game.
 
Workers seem fairly expensive now for an early-game unit. More expensive equals fewer of them, so the extra movement & the ability to get work done because of it may end up being quite important.

It also may help them run away from animals or barbarian units as needed.
 
RabidMonkeyMan said:
does anybody know where the idea for fast works came from?


A rapidly approaching deadline and too much coffee?;)
 
remconius said:
They both cost 60 shields/food (although the indian one was mentioned as costing 40, but later corrected to 60)

If the cost is the same, than it's definitely powerful. Although, as I said a 3:2 movement difference is miniscule compared to what a 2:1 difference would have meant. I'm sure they realized this and it's a balance issue, if it was 2:1 it would be ridiculously overpowered. I'm glad that regular workers will have 2 movement, should be very helpful in the early game before you have a lot of infrastructure built, particularly in roading between cities.
 
mossmonster said:
A rapidly approaching deadline and too much coffee?;)

I have a feeling there's a customer service joke to be made here, but I shant be the one to step up to the plate.
 
Paranoid Eyes said:
I have a feeling there's a customer service joke to be made here, but I shant be the one to step up to the plate.

I'll go there: It might have something to do with the 'outsourcing' panic that's hit the US. I think the problem is being blown out of proportion.
 
prscormier said:
I'll go there: It might have something to do with the 'outsourcing' panic that's hit the US. I think the problem is being blown out of proportion.

My thoughts exactly.
 
Back
Top Bottom