Worker experience/veterancy

Mallipeep

Warlord
Joined
Nov 6, 2002
Messages
150
I am expecting that this shoulde doable by modding, and who knows, maybe already implemented in the game but still:
worker's should gain also gain new attributes when they have built a lot of roads or so, like: bonuses per general speed, bonuses to roadbuilding speed, minebuilding speed and irrigationspeed. Last three might add too much micromanagement, but even if implementing just general speed, this way you might be able to get away without the usual worker hordes of 100 and so on.
 
Additional I would suggest that captured workers do not look the whole game like slaves. They schould be be integrated into national workers after some turns (10? 20?)
 
Additionally, I suggest that allowing them to brew beer should make them go bezerk and complete random projects in half the time :smug:
 
Why not allow enslaved worker to upgrade to normal workers of your own nationality after 10 or 15 turns? They would loose their foreign idendity as well as their slower work rate.
 
wow....i think all of your ideas are good :mischief:, and yes mallip, i hate having to bring so many workers just to build a road somewhere
 
I'm actually quite interested in whether workers will be fundamentally changed - its something that we haven't had a lot of info on. The claims were that the 'unfun' (micromanagement) items were going to be removed from the game, and for many, this was worker moves (especially late-game).

Although, my biggest problem with the workers was that the automated workers were so hopeless. Maybe with the SDK, the 'worker AI' can be made to the point where you can quite happily automate your workers and know they'll do what you want them to (or even better, the game will ship with a honed worker AI).
 
stormbind said:
Additionally, I suggest that allowing them to brew beer should make them go bezerk and complete random projects in half the time :smug:

one woudl think that brewing beer woudl make them complete random projects in twice the time :mischief:
 
I like this idea. For instance, if a worker unit is continually used to build roads, they develop an affinity to it, and gain a bonus to decrease the number of turns it takes. Now there's a promotion that's valuable to the builder as well! :)

I don't mind some of the automation options (e.g. "Build road to, build irrigation to, etc."), but they should be improved. For instance, if you want to build according to a specific path, you should be able to delineate it. I was vastly annoyed when I tried the "rail-to" option between two points, only to have the worker take a circuitous route by rail to the second point, completely bypassing the area I wanted railroaded. Maybe even a worker queue, sort of like the city queue?
 
Hyronymus said:
Why not allow enslaved worker to upgrade to normal workers of your own nationality after 10 or 15 turns? They would loose their foreign idendity as well as their slower work rate.

Then we would also have to pay upkeep for them? No way! ;)
 
1 lousy gold per turn isn't the end of the world if yourt workers are able to lay roads across your nation. Roads = commerce bonus, the faster you build roads the faster your income grows (and hence your scientific research).
 
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