Workers or PW

I hated the slaver-units in CTP. They caused all too much trouble, as you must always concentrate on hunting them - time that I could have used to play the game. I am definitely against any slaver units. Or any other of those invicible units CTP had - they were one of the reasons I stopped playing it.

And what comes to the combat system, atleast in CTP is sucked big time. The idea was good, but they were too powerful. (I don't remember the unit names anymore) three of those Space Fighters in a stack could get beaten by some infantry with a few artilleries in the back. It was very unbalanced. It could of course be revised to work.

@Phil: The percent system isn't such a good idea. I don't want to simply mine a percent of tiles, I want to mine specific tiles or specific cities. It should be thought thoroughly.
 
I do not advocate that we put the invisible units in CTP in future Civ games. We can give some military unit enslave ability. Or all unit can have enslave ability after discovering some technology.
As for the combat system, it is obvious that civ3 combat system is overly simple and the CTP stacked system is superior in many ways. One being it differentiates ranged and non range unit. And stress the need of combined arms. It also reduce the actual number of unit one needs to move during later stage of the game (no worker, stacked units). What is very annoying at the end of every CTP games though, were the invisible units, such as spy, terrorists, slaver, corporation, lawyers, the concept was good, but it was poorly implemented.
 
Yes, as I said, the idea of the combat system of CTP was good, but the implementation sucked big time. Groups of units were overly powerful. I am not necessarily advocating the Civ-system either - perhaps something in the middle would be nice? As far as I remember, having one infantry type unit and a whole bunch of artillery made a ridiculously powerful group, as the artillery shot first - and very often destroyed the whole opposing group. I remember many frustrating effects (like Space Fighter getting shot down by a group of spearmen and some ranged-weapon units like archers) that I would rather not have in Civ. A spearman CAN win a tank in Civ3, but it is rare enough. It wasn't rare in CTP.
 
Yes. Also, note that I wasn't referring to using percents to automate workers. I was suggesting grouping workers together and queing the group, to perform certain tasks to a certain rectangle of squares. So, for example, you would select one worker move it on top of another, click group, and do the same with all of your workers that you want to group. Then you assign the group to, say, clear ALL forests in this 6x9 tile area. Or you could tell the group to road ALL tiles in this 10x10 tile area.
 
OK, at the risk of repeating myself :rolleyes: , I'll explain how I would envisage a hybrid PW/Worker system working.

1) (a) A city produces a PW budget according to the % of its budget assigned to PW; the population of the city and the number of shields it produces. This PW budget can only be used for terrain improvements within its radius.
1) (b) A civ produces a PW budget according to the % of its budget assigned to PW, and the # of cities in the empire. These points can be used for terrain improvements ANYWHERE!

2) Each terrain improvement will have a cost to build, a cost to upgrade and a cost to maintain. All of which are deducted from the PW budget.

3) Cities still build workers, which go into its 'Worker Pool'. If applicable, slaves will go into a seperate slave pool. Each worker costs Xgp/turn to maintain. Slaves have no gp/turn cost.

4) The number of slaves/workers assigned to a terrain-improving project will determine how fast the job gets done. For instance, 2 workers will get the job done faster than 1. When you click on a hex you want to improve (and what you plan to improve it with), a pop-up prompt will appear to ask you how many workers and/or slaves you want to assign to the task. All of this is done through the city screen-meaning NO moving of units!

5) The speed of a job would also depend on how hard you get the workers to work, and how much rations you assign them. If you overwork and/or overfeed your worker/slave pool, then there is a chance they will revolt against you.

6) The number of workers you assign to a single terraforming task will determine the % chance of workers being captured when the relevent tile is overrun.

7) If a city is captured, the enemy has a Chance of capturing some or all of its worker population as slaves.

8) Slaves and Workers can be reassimilated back into the general population, or they can be sacrificed for shields (like pop-rushing!) The latter could spark a revolt, though!

Anyway, just a thought. I believe it combines the best of both systems, whilst eliminating all of the worst elements. At least, it does IMHO ;)!

Yours,
Aussie_Lurker.
 
Back
Top Bottom