Why the prejudice against foreign workers

ya, that would be me then.
 
Originally posted by sealman


is this verified?

I'm pretty sure I saw a comment from someone at Firaxis that captured workers does cause the AI (from where the worker came from) to have less of a good attitude towards you (the effect is minimal, and not even noticeable in most situations from what I've seen). The AI would prefer that you join the workers into your cities or sell them back (basically 'freeing' the slaves).

IMO, the effect of attitude is so small, that using the captured worker to improve the terrain is more worth it than getting rid of them.

I'll see if I can find that thread for you.
 
I would not go as far as to say that it's effects are basically 'not felt'.

I've heard of people who can't figure out why the AI still hates them 1000 years later. And lo behold I discover that they own that AIs workers.
 
i think you take a rep hit not only with the "home" country but also every one else too. I had a game with 2 continents. Due to numerous defensive wars, I had a stockpile of foreign workers, and all the civs on my continent hated me. I was the first to find the other continent and all those civs loved me. But the turn they made contact with another civ from my continent, they also immediately became furious with me. I had not started any wars, had numerous trade routes, never broke any kind of agreement, and never trepassed for more than one turn. So the only thing left seems to be my supply of foreign workers. But I could be wrong.
 
You take a rep hit from having slaves??

If this really is true, then I have to ask why?

In ancient times the nationality of the slave didn't mean much as pretty much anyone regardless of tribe, race, citizenship, or eye-color could end up a slave if unlucky enough. Not being able to pay one's debts for example. The idea that only certain races were slaves whereas the others were not was only a relatively recent invention. As was the idea that slavery is an evil. (Not that I didn't agree...)

However, from the game play point of view it is really very illogical if, for example, Germany first agrees to sell you a slave worker and then gets pissed off because you own that worker...

The reputation and relationship stuff definitely needs to be made more informative. Your foreign advisor should tell you the reasons why you have blown your reputation or why this or that civ is mad at you.

Improved Foreign Advisor:
"Sire, the Greeks have pillaged a road near Alexandria cutting off the trade route between us and Greece. The Greeks are now mad at us because we stopped supplying them Incence. They say it's our fault. Imagine that." :)
 
I should perhaps point out that while I love slave Workers, I never by them - indeed, I almost never see an AI that's able to sell. However, I'm a fairly warlike sort of player, so I tend to end up with plenty of foreign Workers anyways.

BTW, it says in the Manual that if you've captured Workers from a civ, that civ's likely to demand their return in any future negotiation. Have anyone ever faced such a demand, or is it just another Manual glitch?
 
I remember reading that too, but I've never seen that happen.
 
Originally posted by Pembroke
You take a rep hit from having slaves??

If this really is true, then I have to ask why?


I would guess that most "slaves" in the game are not purchased, but captured. Think of them not as slaves, but prisoners of war, sentenced to a lifetime of hard labour, without pay. That would get the mother country mad.

Originally posted by Pembroke

However, from the game play point of view it is really very illogical if, for example, Germany first agrees to sell you a slave worker and then gets pissed off because you own that worker...


In cases like this ... Germany changed her mind. They now despise slavery even though at one time the practiced it. ;)
 
I am one of the guys who doesn't like slave workers, of course they are for free, but I see the practical point here. I prefer large maps and if I have to do all pollution cleaning up and improvements with non-ind slave workers it's just too tedious!:sleep:
 
you put 2 slaves together in a stack and they'll do the job as fast as a normal worker.
 
Originally posted by The Last Conformist

BTW, it says in the Manual that if you've captured Workers from a civ, that civ's likely to demand their return in any future negotiation. Have anyone ever faced such a demand, or is it just another Manual glitch?

I have, but they only demand them back if the "salve" is in your capital.
 
satchel-

I like to have one worker per city until my railroad is completed, then one worker for every two cities to handle infrastructure maintenance. I understand that captured workers are free labor, and one can never have too many workers, but I don't like having a bunch of extraneous units running around or adding unnecessary complexity to my cities' unit display. The 1-1 then 1-2 ratio works well.

The captured worker scroll bar is slightly inconvenient to use, because I keep careful count of how many workers I have and it doesn't provide a summary. Because I'm anal-retentive, it's simply less busy work for me to Join the captured workers w/ my cities once the core infrastructure is built.

Plus I like the idea of ending slavery in my Civ, and integrating other Civ's cultures into my own.
 
once in modern era, i've mostly done all improvements and RR'sin my empire, so then i add them to cities on the outer rim of my empire, so they can grow more, build more culture and hopefully flip another city.
 
I like to segregate them into different stacks. Relax, simply so I can know how long each job will take and prioritize. I'm an Equal Opportunity Dictator, all workers get to clean up pollution.
 
I dislike slave workers.

It's frustrating when I don't know how long it'll take when I mix them together.

And it's a bit guility too. Mr. Lincoln emanciapted them 130? years ago, and here in this game I'm going against that. And I'm a union state too, not a confederate one.

You also can't trust them either. I had 4 foreign workers, Industrial Age boost and Democracy, and they took two turns to clear a forest. :mad:
 
Free slaves rock.

I don't think the playstyles of most Civ3 players would actually resemble how they'd run the planet in real life. For starters, no one gets to be dictator for five thousand years, so take your "reality guilt" and throw it right out the window. In addition, in real life, other civs not only have nukes, they'd use them first.

Unless it's got a wonder, ALWAYS raze a city. Free slaves, a happier population from any Settler you put there with infrastructure ready to go.
 
Originally posted by hbdragon88
I dislike slave workers.

It's frustrating when I don't know how long it'll take when I mix them together.

And it's a bit guility too. Mr. Lincoln emanciapted them 130? years ago, and here in this game I'm going against that.
How about a compromise: you learn to calculate how long it takes combined work teams (hint: slave labour work at 50% speed) and you free the slaves in 1860. ;)
 
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