Work Rates

timerover51

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Joined
Jul 10, 2006
Messages
4,309
Location
Chicago area in Illinois
I was wondering if anyone knows what the Work Rate for various worker tasks in based on? Say, for Mining, is that based on building a mine in Grassland, which would be the easiest terrain, or for Hills. Same thing for Roads and Irrigation.

My second question is the increase in Worker Speed with Replaceable Parts hard-coded into the program, as when I switch the increase to Steam Power, which would be more accurate in terms of history, it does not seem to have the same effect.

Lastly, is the speed at which Workers irrigate Grassland different from the rate at which they irrigate Desert after the Electricity Advance the same or different? The feeling that I get is that it is different, but I need to do some analysis of that.
 
Hope I remember this correctly.....
The number specified in "Turns to complete" in the Worker Jobs-tab (in the editor) refers to the time a worker with 100% efficiency in a government with 100% worker rate on terrain with movement cost of 1 will take. On terrain with movement cost of 2, the number of turns will double. The doubling of workerspeed is not hard-coded. I use public education to trigger doubled worker-speed, and it works perfect. The electricity-tech doesn't alter the turns to complete on desert, but in standard game it enables irrigation without access to fresh water.

Remember that the government-dependent worker rate is broken. You will need to use increments of 100% to get any change 100% and 190% has the same effect).

Regards Sigurd
 
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