Workers at 50% ???????????

brass_9

Chieftain
Joined
Aug 23, 2002
Messages
10
Location
Tampa
Did I install the game wrong or are workers supposed to work at the same rate in monarchy as despotism in GOTM24? I am going to try a unistall reinstall. I checked the civlopedia and it said workers at 100% on monarchy. so I dont think it is part of the scenario.
 
There is no difference in worker speed between governments, except
  1. 50% slower in anarchy
  2. 50% faster in democracy.[/list=1]
 
I know but ALL of my workers in Monarcy work as fast as the workers on Anarchy. These are all my workers I have not gone to war with anyone yet. On a grassland or plain it takes 3 workers to complete o road in one turn, as opposed to the 2 workers it normally takes in Monarchy. the same goes for other terrains and minning, they are only going at 50% on Monarchy. Its really strange. BTW I am playing the conquest level with the pediacolons that came zipped with the starting save.:( :cry: :mad:
 
brass_9, it's highly unlikely that your game could be uniquely messed up in this particular manner. My recollection is that it always takes three workers to build a road in one turn - not two. Perhaps you're comparing it to industrious workers.
 
brass_9: your game is working fine! Non-Industrious workers need a base 3 turns to build a road in Grassland or Plains. As Tao stated, this can vary for Anarchy or Democracy, but in Despotism, Monarchy, Republic (or Communism), it should take 3 Worker Turns to build a road in Grasslands/Plains.

To only use 2 Worker Turns to build the road, you'd have to be an Industrious civ (like Txurce said), and it would be 2 Worker Turns in Despotism AND Monarchy (and Rep., and Comm.)

BTW, the Tech Replaceable Parts also speeds up the Worker by 50% once learned.
 
Don't know if this helps but I put together a table a while back (posted in uploads 4)
WorkerTurns_v2.gif

I agree with Txurce and civ_steve that you must be used to playing with industrious workers. If you've gotten that used to the industrious trait, you are going to hate playing with non-industrious civs. Wait until you start clearing jungle or mining mountains.:eek:

If I were you, I'd rush to Democracy and Replaceable Parts!

BTW Welcome to CFC and the GOTM.

EDIT updated table to correct error in Rail cost and added fortress.
 
I agree with Greebly, rails on flatlands 6, hills 12. I have just moved around 82 workers per turn in my current game so I pretty sure

Nice table anyway
 
Yeah Im Dumb. I have allways used an industrious Civ ever time I have played. wow it really sucks not having an Industrious civ. I thought an Industrious Civ only gave you an extra Sheild on the city square. Oh well I geuss im just a bone head.
 
My strategery has allways been to use an industrious Civ and stay in monarchy as long as possible until democracy is available and I have killed off every other civ that is in the way.
 
Thanks for pointing out my mistake. I just checked railroading costs and updated the table as well as added the fortress cost. The post above is edited to point to the new table.
 
Nice chart. (Yeah, I know CF is gone :cry: ) I'm not sure the "round up" part is right, though, but you definitely don't round down; just leave the 1/2 there. I tend to think of work in terms of worker turns or slave turns. For example, After Replaceable Parts with a nonindustrious civ the above chart would come up with 1.5 turns and then round up to 2. But I think of it as one-and-a-half worker turns, or three slave turns. So you can use 3 slaves or one normal worker and a slave to build a road in one turn in that situation. Sometimes this helps you organize your labor teams to avoid wasting that 1/2 worker turn.

In my last game when I got Steam Power (before Replaceable Parts, of course) I would move a slave onto the square and see how many turns it would take him to build a road; then from that I knew how many workers+slaves I would need to build RR in one turn for each terrain type and build work teams accordingly. (1 worker turn=2 slave turns)

Of course, there is no "slave" unit, but I mean captured or purchased foreign workers, and you can tell they're foreign when clicking on them because in the lower-right window it says "Worker (Rome)" or whavever there nationality is, whereas the native workers say "Worker".
 
I generally will try to deliberately pair Workers with Slaves (captured workers) to get that 1.5 base work rate, as most tasks divide well into that. Better than wasting all those half-turns. Especially for roads and rails. Obviously I adjust if I go into Democracy, or Rep. Parts, etc.
 
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