CommandoBob
AbstractArt
Actually, this is how Civinator wanted it. He found the endessly roaded and railed tiles of most games to be a bad thing. So he increased the map size, limited worker production during the first two ages and increased the base cost of laying rails.WOW - if that holds out for the game in CCM, it would explain why the worker can't keep up. For a monster map, I need 2X the number of workers vs. the base game?
I was already thinking the best thing for CCM would be a way to get more bang for the buck out of workers, even letting me merge them (if possible) into a super worker.
We have a lot of slaves because of how much city razing we are doing this game.
On my turns, the first two turns are long as I try to get a grip on what is going on. I will bring as many workers/slaves as I can back to the capital sorting grounds and seperate the two. For me, stacks of 36 work well. I'll park them nearby, send all the wounded from the prior turn back to the capital to heal, wait for the new units to be produced, gathered and sorted near the capital and then begin to plan in detail the warfare of the turn, once I know what forces are available to use. Once the combat stops then I cycle through the cities, improving as I go.
By the time the third turn comes around I leave many of the non-combat related workers in the field to work on a tile near to the one they were on. I don't (always) bring them back to be parked and reallocated.