Workers & misc info
Here's the information I've learned about the civ-specific abilities.
Industrial civs get +1 shields in size 7+ cities. They also receive a bonus to their workers - all terrain improvement completion times (TICT) done by them are halved. Here's how this works.
Each worker job has a base cost:
Roads - 6 Turns
Mines - 12 Turns
Irrigation - 8 Turns
Railroads - 12 Turns
Fortress - 16 Turns
Clear Forest - 10 Turns
Clear Jungle - 16 Turns
Clear Pollution - 24 Turns
Plant Forest - 18 Turns
Each government has a worker rate:
Anarchy = 1
Despotism = 2
Monarchy = 2
Republic = 2
Communism = 2
Democracy = 3
Each terrain type has a cost modifier:
Grassland = 1x
Plains = 1x
Desert = 1x
Tundra = 1x
Flood Plains = 1x
Hills = 2x
Forests = 2x
Mountains = 3x
Jungles = 3x
The formula for job completion is as such:
Time to Complete = Base Cost * Terrain Modifier / Government Modifier
EX: To clear a jungle under Despotism, you'd have to wait...
16 * 3 / 2 = 24 turns!
This result is then halved (rounded up) if you're playing an industrial civ. (Clearing a jungle would only take 12 turns.)
I think replacable parts works the same as the industrial civ bonus (they're cumulative), but I'm not sure.
Religious civs have the costs of religious buildings halved. (I'm not sure if this applies to wonders, though.) There are only two religious buildings, however: the Temple and the Cathedral.
Scientific civs have the costs of science buildings halved. The three scientific buildings are: the Library, the University, and the Research Lab. Again, I'm not sure how this trait affects wonders.
Enjoy!
- Nobody
Last edited by IBNobody; November 2, 2001 at 21:46.
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