Yes, they work at half normal worker speed, I believe. So if you're Industrious, they'd be quite a bit slower than your native workers.
Hello -
Did You wonder what the point of guerillias are, despite the fact, that they do not need rescources? When a city is under siege of artillary, they are not going to be hit. So the attacker counts the units in the city with his ari and when he thinks, everything is clear, the guerilla is stil there waiting to surprise him.
Hello -
Do not mix them with your speedy ones, so you do not get things messed up, e.g. two free workers left in the turn, to built the essential railroad, and they suddenly DONT, because one of them is a foreigner.
Mixing them is fine, you just have to have the correct numbers.
The other reason to use slaves is they are units you don't use support on. I almost never merge them ito a city, they never seem to be happy and even if they are from extinct civs, they make a city vulnerable to flips.
Thanks guys. I just wanted to know. So you're saying use a mix of native/slave?
In my current game I'm still in early middle ages, just after invention, so no Replaceable Parts yet.
Quickie question-
After my son was playing a mod (Star Wars Clone Wars) when I play a regular game, the units all move very quickly. The caps lock is off and I checked animate moves in prefs.
Any ideas?
Oh and is it possible for two civs to have the same color? I just met the Mayans, and they are light blue, just like the Americans who are also in my game.
I play with hundreds of (industrious) workers and a Republic Government. Once you get to Replaceable Parts (Most important Tech Milestone IMO: Faster Workers + Civil Engineers + Artillery), and you're not paying cash for extra units, I add slaves to cities and if the slaves' civ is extinct there's no penalty; if the slaves' civ is still active you might have to eliminate it or move cheap/obsolete military units to the slave-cities to eliminate a city-flip....So you're saying use a mix of native/slave?...