Benford's Law
Warlord
- Joined
- Nov 17, 2007
- Messages
- 116
@Wodan - I do think that is a bug and it should be fixed; it had me confused. I will say that when I clicked on the second little "worker box" icon after the road completed...it went straight to work again "building a road". I clicked on the worker icon again and it stopped its work, no questions asked. Nothing was really lost, but I didn't realize at first I could cancel the second worker's orders without forcing it to end its turn in this case. Pretty weird. Your turn countdown timer makes sense, but that leads to my second point....
@Bleys - I ALWAYS give my workers individual orders; they are never carelessly grouped. I treat them as very precious and expensive units (which they are!). In this case though, I went back and reloaded a game from a few turns back to see if I was being "cheated" out of any worker turns. Both workers entered the same forest tile at 2240 BC (one right after the other on the same turn). I ordered both workers (individually!) to build a road at 2230 BC. Both worker boxes said "Build a road (3)". 2220 BC - "Build a road (2)". At 2210 BC - I no longer saw a turn countdown timer but both workers had a red dot and the road appeared on this turn and was technically completed, but both workers could not move at this point (which is okay to me; work is being completed on schedule, anyway). At 2200 BC on the screenshot I provided above, both workers were ready for action and I could easily move them both on that turn towards the next task....though that 2nd worker's 6-turn timer countdown suddenly appearing threw me off. Were your worker turns being lost by assigning them both as a group? I've assigned them *individually* to work on the same tile many times and I've never seen them lose any turns to inefficiency as a result of this approach.
@LAnkou - I'm not sure whether or not you were making any reference to my particular game or not, but I will happily go on the record saying I am nowhere near an Emperor-level player (at least for now, but maybe someday...). I have only won a cultural victory once on Noble and I tend to play higher-difficulty games because of the challenge and to learn something. I feel I can only learn to be a good player by learning from the proverbial "chess grandmasters", so why not shoot for the sky where difficulty is concerned?
For all intents and purposes, I still consider the game I've shown as a "live" non-cheating one since the Save & Reloads revolved around this narrow, confusing worker issue which I consider a bug that needs to be fixed, anyway.
~Benford's Law
@Bleys - I ALWAYS give my workers individual orders; they are never carelessly grouped. I treat them as very precious and expensive units (which they are!). In this case though, I went back and reloaded a game from a few turns back to see if I was being "cheated" out of any worker turns. Both workers entered the same forest tile at 2240 BC (one right after the other on the same turn). I ordered both workers (individually!) to build a road at 2230 BC. Both worker boxes said "Build a road (3)". 2220 BC - "Build a road (2)". At 2210 BC - I no longer saw a turn countdown timer but both workers had a red dot and the road appeared on this turn and was technically completed, but both workers could not move at this point (which is okay to me; work is being completed on schedule, anyway). At 2200 BC on the screenshot I provided above, both workers were ready for action and I could easily move them both on that turn towards the next task....though that 2nd worker's 6-turn timer countdown suddenly appearing threw me off. Were your worker turns being lost by assigning them both as a group? I've assigned them *individually* to work on the same tile many times and I've never seen them lose any turns to inefficiency as a result of this approach.
@LAnkou - I'm not sure whether or not you were making any reference to my particular game or not, but I will happily go on the record saying I am nowhere near an Emperor-level player (at least for now, but maybe someday...). I have only won a cultural victory once on Noble and I tend to play higher-difficulty games because of the challenge and to learn something. I feel I can only learn to be a good player by learning from the proverbial "chess grandmasters", so why not shoot for the sky where difficulty is concerned?
For all intents and purposes, I still consider the game I've shown as a "live" non-cheating one since the Save & Reloads revolved around this narrow, confusing worker issue which I consider a bug that needs to be fixed, anyway.
~Benford's Law