I opened it up and only see a Camel Biplane under the G8 folder.![]()
Oops, I thought that the g8 stood for something else.

I opened it up and only see a Camel Biplane under the G8 folder.![]()
2. Oh, that is intended atm. I didn't make any changes to the promotions, as I wanted to wait and see if we got any nonrepeatable crashes from the units. I can change the promotions and see what that does. Do you have any other ideas for balance changes?
0. OMG!!! That's great news!! That means I can make some more custom units!
1. Yes I noticed, and in general workers cost a lot more than combat units anyways, but its not the cost that is unbalanced its the fact they can both make improvements AND fight.
2. Well I was thinking if it was possible to make building that gave normal workers faster bonus to different stuff like forts or roads. Or just giving special worker units those promotions. Note it would be good candidates for Wonders or Culture units.
3. I did not want you to get too far into stuff just to have to axe the stuff. note not all stuff in C2C works. We had to scrap the % gold Civic, I had to redo all the "goods" I made, DH has had to redo some of the terrain features to resources, plus a bunch more stuff that just did not work out. I know it may seem as we accept just about everything, but some things we do try, test and then remove (or chnage).
I hope your not too upset since it did take time and effort to make. I just strongly believe that workers should not be giving the ability to fight. its The one thing that they and other non-combat units like merchants and settlers have that make them venerable and thus worth protecting when they move around.
I'm going to chime in on the warrior workers. I think at this point, what I said earlier about them simply being too strong is now worthy of merit as others are beginning to agree. I think we could get away with including all your hard work and innovation you've applied so far by doing the following:
1) set the worker ai to the same as the standard worker. It should thus mean they should act exactly as workers normally do.
2) Gatherers should be given 1 str but a free promo "Non-Combatant" that gives it -50% str. (I believe this should also be done for Bands and Tribes and Slaves.) This is so they aren't vulnerable to 'harmless' animals but are vulnerable to pretty much everything else, even if they won't go down without a slight fight.
3) Workers and Settlers should be given 1 Str. This means on the right terrain they are somewhat capable of defending themselves.
4) Step up by 1 pt for each unit upgrade from there.
At this point, workers CAN get fairly good at defending themselves (but never really up to snuff against a real military unit) or even better at working if they are lucky enough (though working itself should give some xp so they can access those special worker promotions.
We can create a line of POOR workers (slower work speeds) that are much better at fighting (combat engineers) for those frontline work projects but for now, keep them under the same AI until we can tell them to prioritorize their work efforts in more dangerous areas (but not TOO dangerous) just behind the front, or among the military stacks they accompany.
I think, all in all, this would make the whole system, animals included, work a bit more realistically.
Hydro, I might ask? How in the World do you find these models
1) Bare minimum should be the rule of thumb on that I think. The only reason they'd gain any strength at all from upgrades is that they may have some small arms on them like a farmer might have a pistol on hand for coyotes, that sort of thing. So keep them at the lowest possible str, like 1 + 1 per upgrade at best. I'm thinking settlers could be justified to have a bit more but still not much.I think this is about what I'm doing at the moment. Here is a quick summary of how it is now.
1. "Old" workers have a combat strength about 1/3 to 1/5 of other actual military units right now. This means they can fend off the odd sparrow or injured unit, but still get destroyed by units that can really fight. The primary issue with them is that the AI has issues escorting them according to Koshling, but that is something beyond my control. Do you think that they should be even weaker than that already low number?
2. The new combat workers have about 2/3 the work rate of their normal counterparts. They are probably unbalanced right now as I do not have a tag to make the work rate changes I want to for specific improvements. However, once that is available, I could make my final balance of them. Would you be willing to make such a tag?
3. The worker AIs have not been changed
So, to balance things for now I think I'll make them national units (limit 15). Once the tag to affect work rate on specific improvements is made, I'll make the combat workers have 1/2 work rate, and +150% work on Forts and route improvements. Does this sound reasonable?
@Hydro: Could you please make me some buttons for the three new Culture Units? Thanks in advance.![]()