Ran out of use for workers

Heck, when I run out of things to do with my workers I usually fortify them in the nearest friendly city. I almost never have them join a city (unless I really need to). I figure after steam power is discovered there is plenty to do, and when things slow down, there is always pollution to keep them busy.
 
WackenOpenAir said:
No, the number of cities does not matter for corruption.

The number of cities Closer to your capital matter for corruption.

In conquered areas i just build whatever cities you need to cover every tile within your borders. If however you want to milk the game for a better score, it might be better to ics the whole map.

Really? Is this for conquests or for PTW or both? Still, we can agree that there's no point in treating corrupt cities the same as (semi) core cities: they don't need to be built close to eachother, they don't need urgent worker attention and if you get around to it: make them grow 6+ or 12+ for unit support purposes.
 
Chuck2280 said:
Heck, when I run out of things to do with my workers I usually fortify them in the nearest friendly city. I almost never have them join a city (unless I really need to). I figure after steam power is discovered there is plenty to do, and when things slow down, there is always pollution to keep them busy.

In general, I don't think this is a wise strategy, unless there's only a very short period amount of time that the workers need to idle before steampower. Joining the workers to non-corrupt cities that can sustain them pays off in two ways: no worker upkeep AND they may be used as scientists or tax collectors (especially in C3C). If you need your workers back, you can pump them out in a few turns (10 shields is nothing for a late MA non-corrupt city).
 
Crakie said:
Really? Is this for conquests or for PTW or both? Still, we can agree that there's no point in treating corrupt cities the same as (semi) core cities: they don't need to be built close to eachother, they don't need urgent worker attention and if you get around to it: make them grow 6+ or 12+ for unit support purposes.

both, only pre C3C, you could use city ring placement (just do a search on it) to lower corruption in your core cities but this bug or abuse is removed in C3C.

indeed, corrupt cities do not deserve any investments whatsoever. I only just fill the gaps to cover every tile as to help me reach dominition limit asap.
 
JMK said:
You can only forest a square ONCE, so you won't be able to build a Battleship that requires no less than 200 sheilds by planting/clearing forest. But you can do it once get 10 sheilds and buy the remaining 190 sheilds; this will be much cheapper than buying the full 200 sheilds.

Forestry operation is a good example of using workers. :goodjob:

Pardon me? I don't understand why you think that this isn't possible. I've been doing so for hours and hours. I stack a whole bunch of workers at the same square, and then I just circle through them ordering them to plant, cut, plant, cut, plant, cut, ect. until there's only one turn left for the battleship (or whatever I'm producing in that city).

What makes you say that it can't be done?
 
zekila said:
Pardon me? I don't understand why you think that this isn't possible. I've been doing so for hours and hours. I stack a whole bunch of workers at the same square, and then I just circle through them ordering them to plant, cut, plant, cut, plant, cut, ect. until there's only one turn left for the battleship (or whatever I'm producing in that city).

What makes you say that it can't be done?

Try playing anything but the game straight out of the box, this was changed withing the first couple of patches since it was so easy to exploit.
 
Dell19 said:
That was fixed in a patch at some point so that planted forests didn't get the shield bonus when chopped down again...

In one game I tried planting and cutting down forests and sometimes I got the shield bonus and sometimes I didn't and was wondering why. I guess this is the reason. But it seemed like at least one time I got the shield bonus from a forest that had been planted twice. Maybe there's a loophole to the fix. But I wasn't paying close attention so I don't know :)
 
Can't believe you can get to steam without having all your workers properly employed.

I suppose you MUST have forested and chopped every tile by then? That's 10 shields per tile. If you have enough workers you can plant, chop and re-improve a tile on the same turn so you can get the 10 shields plus the extra food from irrigation or shields from mining. All the chop shields are corruption free too.

I see nullspace beat me to it. :blush:
 
Woody said:
Try playing anything but the game straight out of the box, this was changed withing the first couple of patches since it was so easy to exploit.

Ah, that's why :) I still play the original version with no patches since the game still resides on something as oldfashioned as a computer without an internet connection.

Speaking of pathes - does any patch make it possible to move a whole bunch of units at the same time? I have seen the shortcut menu, and it appears to be something about using the J-key, but it doesn't work for me.

I should try to play and updated version, but I've just grown so fond of that plant-and-cut-strategy :cry: :cry: :mischief: :lol:
 
zekila said:
Ah, that's why :) I still play the original version with no patches since the game still resides on something as oldfashioned as a computer without an internet connection.

Speaking of pathes - does any patch make it possible to move a whole bunch of units at the same time? I have seen the shortcut menu, and it appears to be something about using the J-key, but it doesn't work for me.

I should try to play and updated version, but I've just grown so fond of that plant-and-cut-strategy :cry: :cry: :mischief: :lol:

Well in that case, Ring City Placement still works wonders in lowering corruption- go for it ;)

Seriously, there are the two buttons on your screen that allow you to move all units in a single tile, or all units of a specific type in one tile. Is that what you're referring to? I haven't used the keyboard for that- I've just clicked straight on the buttons. I've never figured out how to use rally points.
 
zekila said:
Speaking of pathes - does any patch make it possible to move a whole bunch of units at the same time? I have seen the shortcut menu, and it appears to be something about using the J-key, but it doesn't work for me.
:
The stack movement commands were added in Vanilla Civ Patch 1.17.
The Patch Download Page

If you haven't already patched your Civ installation to version 1.29, then I would strongly suggest that you do so. There were a lot of improvements and fixes that went into that.

Additions v1.17f:

* Added Sentry command: y = wake whenever next to friendly or enemy unit(s) / shift+y = wake whenever next to enemy unit(s).
* Added stack movement. Hitting 'j' will produce the goto cursor. Once you select a destination, every unit of the active unit's type in that square will move to the specified location. Air units of the same type will attempt to rebase.
* The procedure for checking if the CD is in the drive has been changed to search all possible CD drives on a machine instead of simply the drive they installed the game from.
* There are now two types of "Improve Nearest City" commands. shift+'i' = Improve Nearest City. ctrl+shift+'i' = Improve Nearest City Without Altering Improvements.
 
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