Workers

While i enjoy the increase in work rates from gatherer to android worker i miss this at the water based workers.
A modern workboat has the same work rate as workboat, a constructor ship has only a double work rate.
I suggest to double the work rate for a modern workboat related to the base workboat and at least triple the work rate for the constructor ship.
 
they already have promotions, bison workers, elephant workers, modern workers, gatherers>workers, industrial workers; these are all promotions when u think about it ^^
 
they already have promotions, bison workers, elephant workers, modern workers, gatherers>workers, industrial workers; these are all promotions when u think about it ^^

It's an interesting idea though. Why not have workers gain experience through creating improvements? You could have promotions that would make them better mine-builders, or better road-builders etc. (e.g. - promotion: agriculture worker - 10% faster building of farm, pasture; promotion: infrastructure builder - 10& faster building of roads, windmills, waterwheels, ...)
 
It makes sense sure, like teams of workers who specialize in chopping trees while others specialize in laying roads. Its a stretch to think that one group of generic worker is skilled in all areas.

It'd be cool if worker promotions happened not just instantly but was an 'event' such as - "this group of workers has shown an excellence and keen personal interest in farming and wish to study agricultral at the local 'university/school/tafe/elderly generations or whatever, and then the workers can't be used for 1 or maybe 2 turns (you pay a small cost like $15 or something) and they get like +50% to building farms
This is just an example of the top of my head but it would make it somewhat more interesting than just a dynamically assigned promotion.

You could also choose to not teach them how be farmers coz you wanna save there 'focus' or interest to be in building workshops -- Workers can only specialize in one field perhaps 2 when u get modern workers or something.
 
A long time ago in the RoM/AND forum I posted an idea about worker promotions....

Workers

Ok on to another tangent idea I had ... Worker Upgrades! Basiclly it would work where the more improvements a worker makes the more XP they gain. Here are some ideas for promotions.

Worker Promotions

- Builder I (Builds Roads, Forts and Trading Posts 5% Faster)
- Builder II (Builds Roads, Forts and Trading Posts 10% Faster)
- Builder III (Builds Roads, Forts and Trading Posts 20% Faster)

- Farmer I (Builds Farms, Plantations and Pastures 5% Faster)
- Farmer II (Builds Farms, Plantations and Pastures 10% Faster)
- Farmer III (Builds Farms, Plantations and Pastures 20% Faster)

- Lumberjack I (Builds Camps, Lumber Mills and Chops Forest 5% Faster)
- Lumberjack II (Builds Camps, Lumber Mills and Chops Forest 10% Faster)
- Lumberjack III (Builds Camps, Lumber Mills and Chops Forest 20% Faster)

- Miner I (Builds Mines, Quarries and Oil Wells 5% Faster)
- Miner II (Builds Mines, Quarries and Oil Wells 10% Faster)
- Miner III (Builds Mines, Quarries and Oil Wells 20% Faster)

In addition they could possibly get existing promotions such as Scouting (I, II,and III).
 
Glad to see some reactions for improving worker units.
Maybe that kind of detail could be discussed or implemented after the suggested tweaks for water based workers as modern workboats or constructor ships.

I'll do this for me already but having to adjust the units.xml after every update is getting annoying over time.
 
IIRC giving workers experience (for promotions) was tried a while ago, and generated CTD issues. I'll bet those can be fixed, but just a word of warning.
 
It's an interesting idea though. Why not have workers gain experience through creating improvements? You could have promotions that would make them better mine-builders, or better road-builders etc. (e.g. - promotion: agriculture worker - 10% faster building of farm, pasture; promotion: infrastructure builder - 10& faster building of roads, windmills, waterwheels, ...)

thats exactly what i had in mind... can you read thoughts???:goodjob::eek:
 
A long time ago in the RoM/AND forum I posted an idea about worker promotions....

I got your point, but let me remind you all that workers are building improvements quite fast (I'm playing marathon). I.e. road takes 2-4 turns. In that case - 5% speed up means nothing, 10% speed up means nothing and even 20% speed up means nothing.

If you insist on promotions for workers we can come up with some other ideas. For example worker could gain "rebuilder" ability. It could give him ability to rebuild destroyed improvements (in result of barbarian or hostile destruction) in 50% time.

I don't know whether it is possible to code it without any harm, though.
 
I got your point, but let me remind you all that workers are building improvements quite fast (I'm playing marathon). I.e. road takes 2-4 turns. In that case - 5% speed up means nothing, 10% speed up means nothing and even 20% speed up means nothing.

If you insist on promotions for workers we can come up with some other ideas. For example worker could gain "rebuilder" ability. It could give him ability to rebuild destroyed improvements (in result of barbarian or hostile destruction) in 50% time.

I don't know whether it is possible to code it without any harm, though.

lol. On eternity a gang of 4 workers is taking about 15 turns to build pastures for me at, ;) Point taken however, that it is not granular enough to work well as a promotion in many cases.
 
The ocassional CTD issue was the main reason that we don't have promotions on workers or fighters that can do worker actions. The latter was the cause of problems, something (AI) would get into a loop or made bad assumptions bassed on if a unit had a work rate. It may be that the unit would not get chosen for defense or something. Afforess found the problem and we removed all units that could get XP and build improvements. It was one of those non-repeatable CTD problems. ;)
 
The ocassional CTD issue was the main reason that we don't have promotions on workers or fighters that can do worker actions. The latter was the cause of problems, something (AI) would get into a loop or made bad assumptions bassed on if a unit had a work rate. It may be that the unit would not get chosen for defense or something. Afforess found the problem and we removed all units that could get XP and build improvements. It was one of those non-repeatable CTD problems. ;)

I'll guess that with the Minidump feature we could probably fix the problems associated with Worker Promotions and Combat workers. I was just saying that such a thing would need to be fixed if we were to add these features. I am totally in favor of making such addons, as soon as we can fix the CTD problems that they would cause currently.

@Koshling: Do you have any idea what in the code could be the source of issues like these?
 
I'll guess that with the Minidump feature we could probably fix the problems associated with Worker Promotions and Combat workers. I was just saying that such a thing would need to be fixed if we were to add these features. I am totally in favor of making such addons, as soon as we can fix the CTD problems that they would cause currently.

@Koshling: Do you have any idea what in the code could be the source of issues like these?

None, but I agree that the minidump feature we have now should make them much more readily trackable.
 
None, but I agree that the minidump feature we have now should make them much more readily trackable.

OK, sometime soon I'll get around to making a worker with combat strength and getting the game to crash. That should help pinpoint what was causing the problems back in AND's days, and hopefully lead to a fix.
 
OK, sometime soon I'll get around to making a worker with combat strength and getting the game to crash. That should help pinpoint what was causing the problems back in AND's days, and hopefully lead to a fix.

I think you may need to make a combat which has the ability to build stuff also.;)
 
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