Pillaged tiles after razed city

Why? It's not exactly an ecomonic use of time to make a few coins, is it? You are tying up a worker and soldier who could be doing other things, like pillaging another city for even more coins!:D
 
Do you even break-even when accounting GPT (not even considering production of the units)?
 
I'd imagine this is an oversight, since you may have a genuine need to repair roads that are outside your cultural borders. It just shouldn't extend to other improvements.

The best I've seen is being able to repair the improvements of enemy city states that you have just pillaged :crazyeye:. But again, that too probably carries over from the road-building quest.
 
Why? It's not exactly an ecomonic use of time to make a few coins, is it? You are tying up a worker and soldier who could be doing other things, like pillaging another city for even more coins!:D

Lets say you have finished scouting... I think that is a good use for the scout. It seems this method could get you an average of 10 gold per turn (just estimating.)

In multi-player gold is a harder to get than single-player... this could make a difference in some of my games... civfanatics has given me some good ideas...
 
10 gold per turn?

At what rate does one worker repair improvements according to you? (not even counting moving)

You're still forgetting about upkeep for two units. Also, how is that scout going to defend your worker from barbarians (let alone enemy civs)?

Even if you could actually make a profit (on quick I suppose) I doubt it's worth building a worker for. Might be viable in a situation where you have a worker who isn't going to be anything usefull for the rest of the game, but that still means you made the mistake of building said worker.
 
If you have the speed improvements to tile improvement and you use a captured worker, I could see this being useful for a few turns.
 
The captured worker would remove the inherent waste of production/gold to aquire the worker in the first place but doesn't negate the Gpt loss for the two units which is already in multiples by the mid game and only increases to become more expensive.

I'm not sure about other speeds as i don't play them but on marathon this is probably just about viable to break even if you have to right improvement to pillage in the early half of the game in the sense of Gpt, so ignoring any cost to produce the units.

I would say that as a stanadard tactic it is at best not worth it and at worst a waste of resources.
Even if you look at it in the sense of that worker sitting around doing nothing otherwise along with the military unit and using this to help susidise them it is pointless as you would be more efficient to simply delete the worker if you really have nothing better for it to do rather than susidse it so it costs less to keep around but is still a drain.
 
Sure, in the early game with two workers it could be a way to earn money.

So I guess the conclusion is: viable in the early game with captured workers that have nothing else to do.
 
10 gold per turn?

At what rate does one worker repair improvements according to you? (not even counting moving)

You're still forgetting about upkeep for two units. Also, how is that scout going to defend your worker from barbarians (let alone enemy civs)?

Even if you could actually make a profit (on quick I suppose) I doubt it's worth building a worker for. Might be viable in a situation where you have a worker who isn't going to be anything usefull for the rest of the game, but that still means you made the mistake of building said worker.

The worker isn't being built, it is taken from conquoring... I often get the workers I need without building any. The barbs don't spawn when all the surrounding area is taken or in view... enemy civs don't last long near me...
 
I usually never post "negative comments" on this forum, just because I'm a cultured gentleman.:p But I think this is a really dumb idea.
 
No, it's not a dumb idea if it's making money, but the opening post already said it might need to be patched. It's obviously an exploit.
I didn't know it was possible. A worker isn't capable of making an improvement outside its own territory, so it should also not be possible to repair them outside its own territory.
 
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