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Worker management in civ5

Dida

YHWH
Joined
Sep 11, 2003
Messages
3,434
I recently started playing civ5. It seems managing workers is a major headache in this game, much more so than any prior versions of civ.

With the 1UPT system, the map is covered with various units, and the workers constantly bumps into one another. This is so, so annoying. I think with the 1UPT system, the time is ripe to get rid of worker and just replace it with public work. After all, faith and culture function almost exactly as public work (build up a pool of resources and use it to buy various stuff)
 
Generally, no, the worker management is fine in your own territory, not really worse than previous civs. what does annoy me, however, is the inability of workers and GG's (and settlers!) to pass through friendly enemy territory without getting stopped each time a unit gets in the way. Annoying. Especially if you need to build a road through a CS.
 
The problem is not the 1UPT system since the system differentiates between combat units(who activate zone of control) and non combatant units(who don't activate it). Now, you can't have 2 workers in the same tile, or worker+great person/settler, etc but that's part of the system, and to be honest you generally don't need 2 non combatants to occupy the same tile anyway. The only annoying part is that the game stops and asks you to reorder your units when a non combatant meets a combatant. It's just an annoyance though nothing too major.
 
Another issue is where you have friendly foreign combatants in your territory, it appears that they exclude your workers from the tile.
 
For worker, the only problem I faced is once I entered the late-game, tiles are almost fully improved so I don't need so many workers and I disbanding them. But when choosing what to build, the financial & science minister suggest me to build more worker. Of coz, I know their suggestion is not always suit with actually situation, but I will always consider their suggestion at first. So these blocking me to think what to build next. :P
 
Another annoying thing is that because of 1UPT you can't stack several workers on the same tile to finish improvements faster. That and the fact that roads cost maintenance means that good worker micro just isn't nearly as important compared to previous iterations of Civ. Really a shame.
 
Another annoying thing is that because of 1UPT you can't stack several workers on the same tile to finish improvements faster. That and the fact that roads cost maintenance means that good worker micro just isn't nearly as important compared to previous iterations of Civ. Really a shame.

I think you have it backwards. CiV makes worker micromanagement more necessary since a) you are forced to prioritize improvements instead of spamming stacks of workers which finish things instantly and b) when and where to build roads is now a major decision.
 
You make it sound as if prioritizing where to build improvements was a non-existant factor in previous civ games. That couldn't be further from the truth. Strong worker micromanagement was one of the most important things to master in the past.

Where and when to build roads is not that hard to decide, really. Once they pay for themselves is an obvious answer, although in some cases you need the extra movement. In those cases, you need to think carefully, otherwise there's not much thinking needed.

Anyway, I don't want to derail this thread, so I'll stop before this evolves into a big argument.
 
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