Question about engineers

Sooner

Chieftain
Joined
Jun 13, 2001
Messages
14
Location
Hammond, IN
I have read many times that in Civ III there will be a new specilized worker unit. I am wondering if there will still be the ability to terraform with engineers as in Civ III? Is the worker unit automatically upgrated after explosives are discovered like with airbases in Civ II or is there another unit. I haven't been able to locate a engineer type unit on the screenshots but maybe I didn't look hard enough.
 
The only Diff there is that they now have settelers and workers!
the workers can not build citys but I assume that they would have all the same abilitys as the enginers and settlers!

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<IMG SRC="http://www.grworld.com/vanillacubesgames/files/kefka.gif" border=0>"Why Create things when you know they must be destroyed!"
"I will Create A monument to nothingness!"
 
I don't think that was a really usefull feature....

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<IMG SRC="http://www.virtuallandmedia.com/img1/flags-4/europe/fra.gif" border=0><IMG SRC="http://jeansebaste.multimania.com/fonttwister/Azz.gif" border=0> <IMG SRC="http://www.virtuallandmedia.com/img1/flags-4/europe/gre.gif" border=0>
 
I never really use the terraforming function much. It takes too many turns. Turns that can be better spent building roads, irrigating or founding a new city.
 
I read somewhere the settlers could only build cities now so the worker will probaly be valuable
 

posted July 18, 2001 06:35 PM
I never really use the terraforming function much.

Selective terraforming can be extraordinarily useful in the right city, esp. when trying to obtain the correct multiple for shield production. It is also excellent for the SSC and/or the colossus city. In the end-game period, when you have 500 to 1,000 engineers anyway (large map), you might as well team them up and convert terrain to food-productive terrain to maximize the score. 20 plains terraformed to grasslands equals the value of a Wonder, BTW.
 
At the beginning of the game, I always order my settlers venturing out to build a city to construct roads on used tiles; this way, I can parry financial shortfall after I have built eight temples <IMG SRC="http://forums.civfanatics.com/ubb/smile.gif" border=0> In addition, mining on hill tiles is essential if I really want the Colossus/Hanging Gardens in time.

As for other tile improvements, I wait until eight-fifteen cities have been built before I start irrigating and mining in earnest. The AI, however, starts doing this right away, which is why its expansion is at a snail's pace. 'K' automates settlers; be warned: what it will start to do may frighten you! It will wander aimlessly, build irrigation on an unused tile, and enter enemy territory. It does, nevertheless, have a useful advantage: it can irrigate without rivers/coast. Perfect if you constantly get unlucky like myself!

However, I hate miromanaging settlers/engineers. CTP's "public works" feature fixed this, but took away a strategic element in the game. Better have a faster, less taxing way to automate settlers ...

[This message has been edited by bvd (edited July 19, 2001).]
 
Well, bvd, you don't really want better settler automation but rather new worker animation, since like this thread is about settlers won't do terrain improvements anymore!
wink.gif


I haven't seen anything about a workers being replaced with engineers, but I'm sure that when explosives (or something similar) is discovered, a new, faster worker unit will become available. I wouldn't expect automatic upgrading unless you have Leo's.
 
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