Workers of the World!

I cannot "overwrite" the starting Firaxis worker.
When I start a new game I always have the standard worker, even if I set another worker for that civilization.
Is there a way to do this?

Thanks.
 
I cannot "overwrite" the starting Firaxis worker.
When I start a new game I always have the standard worker, even if I set another worker for that civilization.
Is there a way to do this?

Thanks.
Not really. What you can do is to change which units you start with, but that change will be for all civilizations. You change the starting units in the C3C editor:
Edit General Settings, then you have Default Units to the right.

Epic C3C has Settler as Start Unit 1 (this should be a Settler type, for obvious reasons :)) and Worker as Start Unit 2, and you can change the latter to whichever unit you want even though you can't give each civ their own (but you can make the Default worker upgradeable to them!).

Also observe that you can change the unit any Expansionist civ gets, under the heading Scout, and the unit you get when you capture units like settlers and workers, and more.
 
So basicly, your first settler and worker will always be the default Firaxis ones, but the ones you build will be the ones you added. Just.. ignore it :mischief:

The WH mod gets you started with just a settler and he is gone in the 1st turn. No worker to avoid the orcs, dwarfs, elves, etc. having a human worker.
 
so, even if the initial worker has an upgrade path to a culturally specific worker, it wont upgrade???
It seems to me, that on turn 2, the worker should be able to upgrade...
Yes, it should be able to.
I suggest you create a generic worker to start with, an expensive one, so it can be upgraded for free to the specific workers.
 
so, even if the initial worker has an upgrade path to a culturally specific worker, it wont upgrade???

It seems to me, that on turn 2, the worker should be able to upgrade...
Well, for that to happen on turn 2 you have to give the Palace the Veteran Ground Units flag, the same flag that gives the Barracks the ability to allow upgrading land units. And I'm not sure that the AI would care to upgrade anyway... :(
 
Well, for that to happen on turn 2 you have to give the Palace the Veteran Ground Units flag, the same flag that gives the Barracks the ability to allow upgrading land units. And I'm not sure that the AI would care to upgrade anyway... :(
The AI is likely to upgrade if the cost is 0.
 
Well, for that to happen on turn 2 you have to give the Palace the Veteran Ground Units flag, the same flag that gives the Barracks the ability to allow upgrading land units. And I'm not sure that the AI would care to upgrade anyway... :(

There is my issue...I have always thought that the Palace HAD those flags checked....
 
No, the Palace doesn't act as a Barracks, at least in standard epic Civ. I think the various methods suggested above are the best ways to get around this problem. Of course, if you are making a scenario or mod with a set map and set starting locations, you can turn off the "start units" altogether and manually pre-place the relevant settlers, workers, and whatever as you like.
 
You can do better than that - you can have a different worker for every civ if you want. In the Units page of the Rules editor you can specify which civs are able to build a unit. So you could, for example, add in the Aztec Worker and make it available only to the Mesoamerican civs. Then you could add in the Roman Worker and make that available only to the Mediterranean civs. And so on. If you want all the various workers to be called simply "worker", so they really differ only in their graphics, you will have to add spaces to the names to differentiate them - "worker", "worker ", "worker ", and so on.

Well, I don't consider that better. It's very messy, both in the editor and actually in game, and I don't see why I need to have so many different units that are all workers.

So again, does anyone know if you can change unit animations based upon cultural group?
 
You can for the era, but probably not for cultural group

However, perhaps we could try?

Graphics can be changed for building, perhaps using the same syntax in the pediaicons it could work for units

Did someone ever tried that?
 
I meant "better" as in "more flexible". You can assign any given unit to as many - or as few - civilisations as you want. So you could apportion out workers precisely along cultural grouping lines if you want, or you could have more diversity, or less, depending on how you like it. You could have one kind of worker for Old World civs and another for New World civs and leave it at that, or you could have a unique one for every civ, or anything in between.
 
You can for the era, but probably not for cultural group

However, perhaps we could try?

Graphics can be changed for building, perhaps using the same syntax in the pediaicons it could work for units

Did someone ever tried that?

Yup. A long while ago. Didn't seem to work...
 
Yup. A long while ago. Didn't seem to work...
:( Sad... I always had it somewhere in my mind that it could have worked... my dream is broken!
Still the units are beautiful, I had missed the thread and found it long after the first DL, but I'm collecting them all right now! :goodjob:
 
@themanuneed...I dont understand what you are trying to do, but if I get the idea of your question, you just want to add workers to every "cultural" group...

You have to add each unit seperately, and assign each unit to the civs it would go to...then de-select the Firaxis worker from those civs...Easy peasy

I have it like this in my MOD:

Firaxis Worker -upgrades to-> Asian Worker -upgrades to-> African Worker -upgrades to->Arab Worker -upgrades to->Egypt worker -upgrades to->MesoWorker -upgrades to-> Medi Worker -upgrades to-> Celtic Worker [end upgrade path]

then you just select Asian worker for all the Asian civs (For example) and de-select the Asian civs from the Firaxis worker...repeat for each civ/culture group
 
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