January 19, 2002, 18:59
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#1
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Prince
Local Time: 15:35
Local Date: October 31, 2010
Join Date: Jun 1999
Location: Hoboken, NJ, USA
Posts: 894
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Worker Timetable?
I know I saw it *somewhere* in this section, but I can't remember which thread (or a suitable keyword). Does someone have a table of the base times to conduct various worker actions? I want to set up efficient teams of workers (including half-effective foreigners). Thanks.
-- Hermann
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January 19, 2002, 20:05
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#2
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Emperor
Local Time: 12:35
Local Date: October 31, 2010
Join Date: Dec 2001
Location: Canada
Posts: 5,755
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Re: Worker Timetable?
Quote:
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Originally posted by Hermann the Lombard
I know I saw it *somewhere* in this section, but I can't remember which thread (or a suitable keyword). Does someone have a table of the base times to conduct various worker actions? I want to set up efficient teams of workers (including half-effective foreigners). Thanks.
-- Hermann
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You'll be able to find that info if you go into your Editor. There's a section called Worker Jobs, I believe.
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January 19, 2002, 20:50
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#3
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Local Time: 06:35
Local Date: November 1, 2010
Join Date: Aug 2001
Location: Skanky Father
Posts: 16,530
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Or just figure it out in-game
Hover your mouse cursor over the worker action you want performed. It will say something like 8 turns, for instance. You will then need another 7 of the same type of workers to complete that task in 1 turn.
Remember that 2 foreign workers equals 1 native worker.
And not every task needs an even amount of foreign workers.
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I'm building a wagon! On some other part of the internets, obviously (but not that other site).
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January 19, 2002, 21:04
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#4
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Warlord
Local Time: 11:35
Local Date: October 31, 2010
Join Date: Nov 2001
Location: California
Posts: 151
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how about a foreign worker from an industrious civ?
this is probably a stupid question but do foreign workers (captured or bought) from an industrious civ work any faster than regular foreign workers?
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January 19, 2002, 21:19
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#5
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Deity
Local Time: 15:35
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I think they work at half your normal speed, whatever that may be. So it would not matter if they were IND, only if you were.
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January 20, 2002, 20:30
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#6
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Local Time: 06:35
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Location: Skanky Father
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And if you are industrius, then your captured workers will work just as fast as other nations payed workers do!!
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I'm building a wagon! On some other part of the internets, obviously (but not that other site).
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January 21, 2002, 14:15
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#7
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Prince
Local Time: 15:35
Local Date: October 31, 2010
Join Date: Jun 1999
Location: Hoboken, NJ, USA
Posts: 894
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My apologies to all for being a lazy slug...but I suspect that the Civilopedia entries are not entirely correct. I kinda wanted to make a table including tasks I couldn't perform yet, so I couldn't entirely use the "hover over the button" method.
SkB: All of the Civilopedia entries are even numbers from 6 to 16 turns, so it would seem I would always want even numbers of workers (foreign or domestic). Seems as if teams of 2 or 3 workers (4 or 6 foreign, or combo thereof) would be optimal. Most basic tasks are divisible by both 2 and 3. Hmm...does terrain change some of these to odd numbers? That would make sense.
I gather that planting trees was an "odd" item, pre-patch.
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January 21, 2002, 15:12
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#8
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Emperor
Local Time: 12:35
Local Date: October 31, 2010
Join Date: Dec 2001
Location: Canada
Posts: 5,755
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Quote:
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Originally posted by Hermann the Lombard
My apologies to all for being a lazy slug...but I suspect that the Civilopedia entries are not entirely correct. I kinda wanted to make a table including tasks I couldn't perform yet, so I couldn't entirely use the "hover over the button" method.
SkB: All of the Civilopedia entries are even numbers from 6 to 16 turns, so it would seem I would always want even numbers of workers (foreign or domestic). Seems as if teams of 2 or 3 workers (4 or 6 foreign, or combo thereof) would be optimal. Most basic tasks are divisible by both 2 and 3. Hmm...does terrain change some of these to odd numbers? That would make sense.
I gather that planting trees was an "odd" item, pre-patch.
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Speaking of numbers, does anyone know whether the defence numbers of a unit uses fractions? My guess is no, but I could be wrong. Here's why I ask. I was thinking of the Archer with a defence number of 1. Stick him in a forest at 25% bonus and unless the game uses fractions, it gets no bonus from the terrain since that would be 1.25. Same with Hills, 1.5. It's only in the Mountains that it gets any terrain bonus at all with 2. If it works the way I think it does then even a Pikeman doesn't get a terrain bonus in Forests, in fact only units with numbers 4 and up would gain any benefit, meaning Musketmen or better. Anyone have any insights into this matter?
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January 21, 2002, 18:09
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#9
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Chieftain
Local Time: 14:35
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also remember that in a democracy your workers work 50% faster, and replaceable parts further doubles their speed. and being in anarchy makes them slower, not sure exactly but i think makes them take twice as long (3 times as long as in democracy) after factoring industriuosness and replaceable parts (dunno how being foreign affects this)
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~Mengo
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January 21, 2002, 20:29
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#10
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Local Time: 06:35
Local Date: November 1, 2010
Join Date: Aug 2001
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Hermann: Only use the civilopedia as a general indication of what stuff do: but not for detailed correct information
In the editor you can find the actual numbers (yes, Im too lazy too)
Or you can find out ingame. Heres a picture to get you on the right track
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I'm building a wagon! On some other part of the internets, obviously (but not that other site).
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January 21, 2002, 22:42
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#11
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Chieftain
Local Time: 14:35
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Join Date: Nov 2001
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If you can open or view Excel files, my CivStats spreadsheet ( http://apolyton.net/forums/showthrea...threadid=34054) lists all the worker jobs on the terrain page. It also shows how to calculate the number of turns to complete the job for all the terrains, government types, civ types, etc.
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January 21, 2002, 22:44
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#12
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Civilization IV Lead Designer
Local Time: 14:35
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Location: San Francisco, CA
Posts: 335
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Quote:
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Originally posted by Willem
Speaking of numbers, does anyone know whether the defence numbers of a unit uses fractions? My guess is no, but I could be wrong. Here's why I ask. I was thinking of the Archer with a defence number of 1. Stick him in a forest at 25% bonus and unless the game uses fractions, it gets no bonus from the terrain since that would be 1.25. Same with Hills, 1.5. It's only in the Mountains that it gets any terrain bonus at all with 2. If it works the way I think it does then even a Pikeman doesn't get a terrain bonus in Forests, in fact only units with numbers 4 and up would gain any benefit, meaning Musketmen or better. Anyone have any insights into this matter?
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the combat system, does use fractions, so a warrior in a forest has a def. value of 1.25.
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January 21, 2002, 23:09
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#13
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Emperor
Local Time: 12:35
Local Date: October 31, 2010
Join Date: Dec 2001
Location: Canada
Posts: 5,755
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Quote:
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Originally posted by Soren Johnson Firaxis
the combat system, does use fractions, so a warrior in a forest has a def. value of 1.25.
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Why thank you very much!
And people say you guys never come around!
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January 22, 2002, 04:46
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#14
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Local Time: 06:35
Local Date: November 1, 2010
Join Date: Aug 2001
Location: Skanky Father
Posts: 16,530
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Quote:
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Originally posted by Soren Johnson Firaxis
the combat system, does use fractions, so a warrior in a forest has a def. value of 1.25.
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I was suspecting that, the enemy warriors/horsemen on mountains were having just a bit too much luck... and so were my horsemen when they were on the receiving end of attacks.
But a big thanks for the confirmation Soren
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I'm building a wagon! On some other part of the internets, obviously (but not that other site).
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January 22, 2002, 13:02
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#15
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Prince
Local Time: 15:35
Local Date: October 31, 2010
Join Date: Jun 1999
Location: Hoboken, NJ, USA
Posts: 894
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Quote:
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Originally posted by Skanky Burns
Hermann: Only use the civilopedia as a general indication of what stuff do: but not for detailed correct information
In the editor you can find the actual numbers (yes, Im too lazy too)
Or you can find out ingame. Heres a picture to get you on the right track
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Please, Skanky, I know where to hover! Besides, the right track comes later when I get railroads. (g,d,r)
Actually, it's nice that the turns displayed factor in any other workers already laboring in that square.
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