Workers

Once I've wrapped up some projects I'm working on now I'll take a look at those for ya DH. But I have a feeling you may have it sorted out by then ;)
 
EDIT: Hey... um... where's the tags in the Unitschema(s)? I looked in the main schema and couldn't find them nor in yours under your promotions module. Have you used the tags anywhere yet?

Oops. I'll add those with teh AI and game text (which I was going to do yesterday but forgot, oh well).
 
@hydro I have been hunting for the definition you supplied for the Rapa Nui worker special improvement. I think I have the graphics ready to go but need the specs on the improvement.
 
@hydro I have been hunting for the definition you supplied for the Rapa Nui worker special improvement. I think I have the graphics ready to go but need the specs on the improvement.

Here is my old post about it ...

Ok here is my idea for the Moai improvement. Note that its really good at culture in the early eras, but that's it. No production or food. And later era improvements end up being better in the long run.

Moai [Improvement]
Req Tech: Megalith Construction
Terrain: Cannot Be built on Dunes, Salt Flats, Marsh, Muddy, Permafrost or Ice.
Terrain Features: Must Remove Forest, Jungle, Grass, etc before it can be built.
Elevation: Can Be Built on Flatland and Hills but not Mountains.

  • Can Only Be Built by Rapanui Worker
  • +3 :commerce:
  • +1 :commerce: on Hill
  • +1 :commerce: with Mining
  • +1 :commerce: with Ancestor Worship
  • +1 :commerce: with Masonry
  • +1 :commerce: with Sculpture
  • +1 :commerce: with Mathematics
  • +1 :commerce: with Construction
  • +1 :commerce: with Aesthetics
  • +1 :commerce: with Machinery
  • +1 :commerce: with Surveying
  • +1 :commerce: with Geology
  • +1 :commerce: with Nationalism
  • +1 :commerce: with Archeology
  • +1 :commerce: with Tourism
  • +1 :commerce: with Folklore (Civic)
  • +1 :commerce: with Divine Cult (Civic)
  • +1 :commerce: with Tribal (Civic)
 
I have been looking at the workers, their work rate and the adjustment to work rate by tech. I think it needs some changes and there is one big error.

BTW the actual work rate is not correct it is just a guide line. The increase is a percentage but rater than calculate it I just used it as a number.

Type X Y Worker Speed Increase Work unit Base Work Speed Actual Work Rate
TECH_GRAIN_GATHERING 2 5 UNIT_GATHERER 100
TECH_CARVING 8 7 25 125
TECH_FINE_EDGED_TOOLS 9 1 25 150
TECH_MICROLITH 10 1 25 175
TECH_FLINT_KNAPPING 10 3 25 200
TECH_COMPOSITE_TOOLS 10 7 25 225
TECH_OBSIDIAN_WEAPONS 13 13 25 250
TECH_SEDENTARY_LIFESTYLE 19 9 UNIT_WORKER 150 300
TECH_PLOUGH 25 1 0
TECH_PLOUGH 25 1 UNIT_WORKANIMAL 240 390
TECH_PLOUGH 25 1 UNIT_WORKMAMMOTH 250 400
TECH_PLOUGH 25 1 UNIT_WORKLLAMA 250 400
TECH_PLOUGH 25 1 UNIT_WORKCAMEL 250 400
TECH_PLOUGH 25 1 UNIT_WORKBUFFALO 250 400
TECH_PLOUGH 25 1 UNIT_WORKMULE 250 400
TECH_PLOUGH 25 1 UNIT_WORKELEPHANT 250 400
TECH_OIL_LAMPS 25 5 25 425
TECH_CANDLE_MAKING 25 7 25 450
TECH_SUNDIAL 28 5 25 475
TECH_STEAM_POWER 62 7 50 525
TECH_STEAMPUNK 63 7 50 575
TECH_STEAMPUNK 63 7 UNIT_STEAMPUNK_WORKER 400 725
TECH_GAS_LIGHTING 64 3 25 600
TECH_NITROGLYCERIN 66 7 50 650
TECH_NITROGLYCERIN 66 7 UNIT_FORTY_NINER 300 700
TECH_NITROGLYCERIN 66 7 UNIT_WORKER_INDUSTRIAL 300 700
TECH_MOTORIZED_TRANSPORTATION 70 15 UNIT_WORKER_MODERN 350 750
TECH_MOTORIZED_TRANSPORTATION 70 15 UNIT_BULLDOZER 400 800
TECH_MAINSTREAM_CLONING 100 13 UNIT_CLONES 475 875
TECH_ANDROIDS 105 11 UNIT_WORKER_ANDROID 500 900

Error: Steam Punk is supposed to be a dead end tech with no benefit but the culture so that the AI does not study it if anyone has built that culture. However it also increases the worker rate. This is wrong!

I also think that getting a new faster worker at Nitroglycerine and increasing the work speed is an error.

I think there are some techs that should b increasing work rate but are not.

Type X Y Worker Speed Increase Work unit Base Work Speed Actual Work Rate
TECH_GRAIN_GATHERING 2 5 UNIT_GATHERER 100
TECH_COOPERATION 3 19 5 105
TECH_TOOL_MAKING 4 7 10 115
TECH_CARVING 8 7 10 125
TECH_FINE_EDGED_TOOLS 9 1 25 150
TECH_MICROLITH 10 1 25 175
TECH_FLINT_KNAPPING 10 3 25 200
TECH_COMPOSITE_TOOLS 10 7 25 225
TECH_OBSIDIAN_WEAPONS 13 13 25 250
TECH_SEDENTARY_LIFESTYLE 19 9 UNIT_WORKER 150 300
TECH_PULLEY 24 9 10
TECH_PLOUGH 25 1 UNIT_WORKANIMAL 240 390
TECH_PLOUGH 25 1 UNIT_WORKMAMMOTH 250 400
TECH_PLOUGH 25 1 UNIT_WORKLLAMA 250 400
TECH_PLOUGH 25 1 UNIT_WORKCAMEL 250 400
TECH_PLOUGH 25 1 UNIT_WORKBUFFALO 250 400
TECH_PLOUGH 25 1 UNIT_WORKMULE 250 400
TECH_PLOUGH 25 1 UNIT_WORKELEPHANT 250 400
TECH_OIL_LAMPS 25 5 5 415
TECH_CANDLE_MAKING 25 7 5 425
TECH_SUNDIAL 28 5 5 430
TECH_SPECIALIZATION 28 7 10 440
TECH_GEAR 29 7 15 455
TECH_ANCIENT_MACHINERY 33 7 10 465
TECH_SURVEYING 46 11 15 475
TECH_STEAM_POWER 62 7 50 525
TECH_STEAMPUNK 63 7 UNIT_STEAMPUNK_WORKER 400 675
TECH_GAS_LIGHTING 64 3 25 700
TECH_NITROGLYCERIN 66 7 UNIT_FORTY_NINER 300 600
TECH_NITROGLYCERIN 66 7 UNIT_WORKER_INDUSTRIAL 300 600
TECH_MOTORIZED_TRANSPORTATION 70 15 UNIT_WORKER_MODERN 350 650
TECH_MOTORIZED_TRANSPORTATION 70 15 UNIT_BULLDOZER 400 700
TECH_MAINSTREAM_CLONING 100 13 UNIT_CLONES 475 775
TECH_ANDROIDS 105 11 UNIT_WORKER_ANDROID 500 800

I think I have forgotten the Pulley tech.

I am sure we can find some suitable techs to add back in the lost 100% in te Industrial and Modern eras if needed.

Summary:

1) We should remove the increase in work rate from the techs that give workers ie Steam Punk and Nitroglycerine.

2) We should spread the increase in work rate out over more of the techs that would have increased the work rate in fact, while trying to keep the final work rate at about he same as it is now. (I think it is too fast and SO thinks it is too slow:mischief:)
 
But having the work rate modifier on the tech means that it is one that everyone will research. It gives a 50% increase in the work rate of all workers.

The point is to have these dead end techs not researched once there is no benefit ie the SteamPunk culture is built.
 
@DH

But where is the benefit coming from? How is knowing of steampunk going to make the workers work faster? I can understand that if they had the culture steampunk then they would have the advanced technology to work faster but if you don't have the culture how are you working faster?

The reason why a civ would work faster with steampunk is they have steampunk based technology. But if you don't know how to make that how do you justify working as fast as the steampunk workers can?
 
@DH

But where is the benefit coming from? How is knowing of steampunk going to make the workers work faster? I can understand that if they had the culture steampunk then they would have the advanced technology to work faster but if you don't have the culture how are you working faster?

The reason why a civ would work faster with steampunk is they have steampunk based technology. But if you don't know how to make that how do you justify working as fast as the steampunk workers can?

The XML says if you research SteamPunk all your workers will get a 50% boost to teir work speed. That is why I think it should not. If you have the Culture than you can access the special Workers. That is all that is needed.

Why do have Workers a base rate of 150 and an actual rate of 300? There are 6 25% modifier, so 150% more and not 100? :confused:

Read my text. The actual is not actual at all. I just added the adjustment rather than calculating the percentage. edit the spreadsheet I use wants me to use PRODUCT(F4;G2) rather than F4xG2 and then if I want to divide by 100 it is QUOTIENT(PRODUCT(F4;G2);100) rather then F4xG2/100 that is far too much typing!:rolleyes:
 
The XML says if you research SteamPunk all your workers will get a 50% boost to teir work speed. That is why I think it should not. If you have the Culture than you can access the special Workers. That is all that is needed.

So its a case of somone copying Steam Power tech to make Steampunk tech and forgot to remove the worker rate increase?
 
Nitroglycerin should definitely provide a bonus to workers, or at least to workers building mines, and building roads and railroads (particularly through mountains and hills).
 
Nitroglycerin should definitely provide a bonus to workers, or at least to workers building mines, and building roads and railroads (particularly through mountains and hills).

OK but I'll have to remove the worker that it provides with that bonus already built in. No point in having it twice:mischief:.
 
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