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Indian UU: Fast Worker!!!!

Khaim said:
I would like to point out that adding "lol" to the end of your sentence makes you sound like a 10-year-old AOLer. Some people don't mind, but others will assume you're worthless based on only that. I'm normally in the second group, but I'll be nice for now.

That's unusually harsh. What's your problem?

Oh, LOL btw.
 
Khaim said:
I would like to point out that adding "lol" to the end of your sentence makes you sound like a 10-year-old AOLer. Some people don't mind, but others will assume you're worthless based on only that. I'm normally in the second group, but I'll be nice for now.


I was also somewhat joking about "nerf it now". Mainly I was providing a counterpoint to the original poster, who really is a 10-year-old and can't do anything but pump out units and attack.

That said, either interpretation of "fast" is an incredible advantage, and far more than any other UU I've ever seen. Consider that you use workers the entire game, whereas other UUs are only relevant during a certain age (although I'll admit some of the good players seem to be able to end a game before their UU goes out of style). Also, you always need and use workers, while you may not ever have a need for the certain military unit, or you might not get the right resource in time.

Your idea about them increasing the cost is actually pretty good. If fast means then complete improvements faster, than India just ends up with more compact workers: an India worker costs twice as much but works twice as fast. (They probably won't be twice as fast, though.) If fast instead means movement speed, then an extra 10 shields (50 instead of 40- aren't workers 40 now?) might be a decent enough balancing factor.


But why should it be balanced ? It's supposed to be a unique unit , after all , and to confer some unique advantage , not a "balanced" unit that makes the Indians "different" , and not better , while others get combat units that are actually better .
 
The Indian UU will not become obsolete and continue to give its benefits throughout the game. Also Indians will actually start the game *with* their unique unit. The ability to get an early infrastructure cannot be overstated.

On the other hand, Indians will not have a special combat unit that might give them an advantage. Again some argue, If you get the industrial base right, you wont need to rely on unique units.

Other uniques ( Immortal for example) are very strong, but have a limited window of prominence, after which their power and effect wanes. That is how they are balanced. Wouldn’t be much fun if every game was won by the same over powered civ now would it ?
 
My point being that three instead of two movement points is worthless ( it would be actually useful if everyone else had one and only the Indians had two ) , and even more worthless ( in fact , a weakness ) if it costs more . If it is given a real bonus ( either that everyone has a worker with one movement point and an Indian worker has two , or that the Indian worker is faster at making improvements ) , then the cost difference ( a maximum of 50 % ) could make sense . As it is now , it appears useless .

I'd really appreciate it if someone from Firaxis can clear this up .
 
Which is why if your using a Civ with an early UU and a neighbor of India go for a quick worker/City grab- accept a peace treaty, let them build up a bit- repeat. In such a scenario Egypt and the Incan would India's Nemisis(es?).
On teams , Multiplayer ( I think it is an option on Single too) India would be strong. Some on Civ3 Multi were good builders. Faced against them I would tell my team, "We need to knock out India fast" and make two take Egypt and the Incan.
 
I would agree a worker UU should have gone to a industrial civ, certainly not India.

Sikh Infantry is a good alternative as they have a long history of kicking out the Moguls, then fighting the British (and fighting with the British too), and now make up a huge disproportionate amount of the Indian armed forces in the modern age.
 
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