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View Poll Results: What will the worker do?
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Scout.
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10 |
16.67% |
Build terrain improvements for first city.
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42 |
70.00% |
Other?
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8 |
13.33% |
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October 9, 2001, 18:38
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#1
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Prince
Local Time: 15:24
Local Date: October 31, 2010
Join Date: Nov 1999
Location: Vienna, Austria
Posts: 988
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What will your free worker do?
You start the game with a settler and a worker? What is your worker going to do?
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October 9, 2001, 18:43
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#2
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Prince
Local Time: 08:24
Local Date: October 31, 2010
Join Date: Apr 1999
Location: Cyberspace
Posts: 590
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Probably scout first, then make improvements. I think it may depend on how long the improvements take. Finding a unit with an early hut would be very nice, then the worker comes back to make improvements.
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October 9, 2001, 19:06
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#3
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Deity
Local Time: 15:24
Local Date: October 31, 2010
Join Date: Feb 2000
Location: Germans own my soul.
Posts: 14,861
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No, scouting should be done by a scout when you build it, it will be far more efficient. Best to build roads outwards towards your next city so the two are connected and also to resources you will want to access, and perhaps a bit of irrigation to get your civ growing! But I think a start on the road infrastructure sounds an important start...
__________________
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October 9, 2001, 19:10
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#4
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Beyond the Sword AI Programmer
Local Time: 03:24
Local Date: November 1, 2010
Join Date: Oct 2000
Location: I am a Buddhist
Posts: 5,680
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Probably infrastructure, seeing cities need to be larger before they can build settlers... then a road to the next city site.
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October 9, 2001, 19:14
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#5
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King
Local Time: 10:24
Local Date: October 31, 2010
Join Date: Jul 1999
Location: of Soloralism
Posts: 2,246
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Maybe make a colony?
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October 9, 2001, 19:19
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#6
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Emperor
Local Time: 16:24
Local Date: October 31, 2010
Join Date: Sep 2001
Location: Belgrade, Serbia
Posts: 3,218
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I'll build road or two to incereace trade for city (more gold & science)
After that I'll start scouting a little, or maybe do some iriggration.
Anyway, if you really want early scouting, you should take expanisonistic civ (at least it HAS A CHANCE to get a free city).
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October 9, 2001, 20:13
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#7
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Warlord
Local Time: 06:24
Local Date: October 31, 2010
Join Date: Sep 2001
Location: ... of a little desert town!
Posts: 154
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I would get my road structure started, then maybe scout around a little for a suitable site for my next city.
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October 9, 2001, 20:49
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#8
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Emperor
Local Time: 09:24
Local Date: October 31, 2010
Join Date: May 2001
Location: flying too low to the ground
Posts: 4,625
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eh, other caus its a mix.
its going to scout and build a road to my next city spot
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"I've lived too long with pain. I won't know who I am without it. We have to leave this place, I am almost happy here."
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October 9, 2001, 20:52
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#9
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Prince
Local Time: 09:24
Local Date: October 31, 2010
Join Date: May 2001
Location: Stratford, NJ
Posts: 374
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Smoke cigarettes and drink coffee (he's a UNION worker!).
__________________
Eine Spritze gegen Schmerzen, bitte.
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October 9, 2001, 22:19
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#10
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Local Time: 01:24
Local Date: November 1, 2010
Join Date: Aug 2001
Location: Skanky Father
Posts: 16,530
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LOL  Falconius
Ill use my worker to start building roads, so i can get increased science and gold. Then, by the time i build a scout, the city will be size 2. With my scout, ill find a new city site, and start building a settler in the captial, while my worker builds a road towards the new site. Then, the settler travels down the road to found a new city, while the worker travels back up to build some irrigation/other improvements  Thats the plan, anyways.
__________________
I'm building a wagon! On some other part of the internets, obviously (but not that other site).
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October 9, 2001, 22:22
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#11
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Emperor
Local Time: 10:24
Local Date: October 31, 2010
Join Date: Sep 1999
Posts: 3,361
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I just like the fact that we get the free worker!
But I will probably be building a terrain improvemnt first. Scouting with a worker is probably a waste of its potential.
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October 9, 2001, 22:27
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#12
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Prince
Local Time: 09:24
Local Date: October 31, 2010
Join Date: Mar 1999
Location: NJ
Posts: 426
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Probably just scout a few squares out so that I can plan for my next city and then promptly start improving the surrounding terrain.
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October 9, 2001, 22:30
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#13
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Emperor
Local Time: 10:24
Local Date: October 31, 2010
Join Date: Sep 1999
Posts: 3,361
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Quote:
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Originally posted by Akron
Probably just scout a few squares out so that I can plan for my next city and then promptly start improving the surrounding terrain.
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 I take that back. I will probably do as Akron plans to do: scout just a few immediate squares so I can get a head start for future terraforming/city planning.
But now that this is brought up, I am wondering what the worker build times are going to be?
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October 9, 2001, 22:43
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#14
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Prince
Local Time: 08:24
Local Date: October 31, 2010
Join Date: May 2001
Location: MO
Posts: 543
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i think i'll need to irrigate so i can get my population up and start to build new settlers. surely i can build a scout type unit by the time i reach size 3 when i can build a new settler
__________________
Prince of...... the Civ Mac Forum
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October 10, 2001, 00:26
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#15
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Prince
Local Time: 15:24
Local Date: October 31, 2010
Join Date: Jul 2001
Location: Köln, Deutschland
Posts: 500
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He will probably do a little irrigation and roads around my capital then go scouting until he finds a good spot for a colony, then he'll build a road to the resource and set up a colony.
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Proud member of the Pink Knights of the Roundtable!
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October 10, 2001, 00:47
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#16
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Local Time: 01:24
Local Date: November 1, 2010
Join Date: Aug 2001
Location: Skanky Father
Posts: 16,530
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Another interesting possibility is i could add my worker back into my new city, so i can build a settler that much sooner...
__________________
I'm building a wagon! On some other part of the internets, obviously (but not that other site).
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October 10, 2001, 00:50
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#17
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King
Local Time: 10:24
Local Date: October 31, 2010
Join Date: Nov 2000
Posts: 1,691
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Probably a mix of both, but mostly building.
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October 10, 2001, 01:31
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#18
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Emperor
Local Time: 10:24
Local Date: October 31, 2010
Join Date: Sep 1999
Posts: 3,361
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Hmm, I am not sure if the 'worker' unit is necessarily taken from the city population pool. In Alpha Centauri, there is a worker type unit that does all of the terraforming, and it is called the Terraformer. It does not cost 1 population to make it.
So reintegrating your worker may not be a possibility, and hopefully, the workers DONT cost population to build, just upkeep.
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October 10, 2001, 01:35
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#19
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Settler
Local Time: 14:24
Local Date: October 31, 2010
Join Date: Mar 2001
Location: Australia
Posts: 22
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Quote:
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Originally posted by Anunikoba
Hmm, I am not sure if the 'worker' unit is necessarily taken from the city population pool. In Alpha Centauri, there is a worker type unit that does all of the terraforming, and it is called the Terraformer. It does not cost 1 population to make it.
So reintegrating your worker may not be a possibility, and hopefully, the workers DONT cost population to build, just upkeep.
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Workers do cost 1 population point.
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October 10, 2001, 02:15
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#20
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Chieftain
Local Time: 15:24
Local Date: October 31, 2010
Join Date: Mar 2001
Location: Kragujevac, Serbia, Yugoslavia
Posts: 45
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Quote:
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Originally posted by Akron
Probably just scout a few squares out so that I can plan for my next city and then promptly start improving the surrounding terrain.
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That's what I usually do in Civ 2 with my first settler, and that's exactly what I shall do with my first worker.
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October 10, 2001, 02:47
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#21
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King
Local Time: 06:24
Local Date: October 31, 2010
Join Date: Dec 1969
Location: of WOOT I'm a King now!
Posts: 1,022
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Me too. I'm sure most of us will do pretty much the same as we always have in other games for most things until something forces us to change our behaviour. It will be interesting to see how many times that happens.
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October 10, 2001, 03:05
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#22
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King
Local Time: 16:24
Local Date: October 31, 2010
Join Date: May 2001
Location: appendix of Europe
Posts: 1,634
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this poll rocks
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October 10, 2001, 04:02
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#23
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Emperor
Local Time: 10:24
Local Date: October 31, 2010
Join Date: Sep 1999
Posts: 3,361
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Quote:
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Originally posted by Brad
Workers do cost 1 population point.
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Are you sure? Where can I confirm this at?
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October 10, 2001, 04:46
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#24
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Prince
Local Time: 15:24
Local Date: October 31, 2010
Join Date: Mar 1999
Location: Prime Headbonker, The Netherlands
Posts: 322
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In civ2 irrigation doesn't do you any good until you've changed to monarchy. If this is the case in civ3 I'll have my worker build some roads and maybe a swimming pool in my palace.
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Last edited by Mannamagnus; October 10, 2001 at 04:55.
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October 10, 2001, 05:33
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#25
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Prince
Local Time: 09:24
Local Date: October 31, 2010
Join Date: May 2001
Location: Stratford, NJ
Posts: 374
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Quote:
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Originally posted by Anunikoba
Are you sure? Where can I confirm this at?
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A king should know these things!
Confirmed here: www.civfanatics.com/civ3infocenter.shtml#terrain
__________________
Eine Spritze gegen Schmerzen, bitte.
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October 10, 2001, 07:33
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#26
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King
Local Time: 14:24
Local Date: October 31, 2010
Join Date: Oct 2000
Location: Uni of Wales Swansea
Posts: 1,262
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My free worker will build my palace of skulls.
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October 10, 2001, 07:45
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#27
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Chieftain
Local Time: 14:24
Local Date: October 31, 2010
Join Date: Sep 2001
Location: Great Britain
Posts: 37
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Not sure about this but if this worker is free, I take it's not supported by any city so you would never want to use him to create a colony. Much better to build a worker which requires a population point for this task. Just use this free worker for building tile improvements and scouting...
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October 10, 2001, 07:47
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#28
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Chieftain
Local Time: 14:24
Local Date: October 31, 2010
Join Date: Sep 2001
Location: Great Britain
Posts: 37
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I take back what I said...
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October 10, 2001, 08:20
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#29
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King
Local Time: 10:24
Local Date: October 31, 2010
Join Date: Mar 2000
Location: Dumbass
Posts: 1,096
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Quote:
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Originally posted by Typo
I take back what I said...
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or you could edit your post...
__________________
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October 10, 2001, 08:30
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#30
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Chieftain
Local Time: 14:24
Local Date: October 31, 2010
Join Date: Sep 2001
Location: Great Britain
Posts: 37
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Couldn't be bothered
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