Thread Tools
Old October 10, 2001, 04:10   #1
Sarxis
Rise of Nations MultiplayerAlpha Centauri PBEMCivilization III MultiplayerCivilization III PBEMCTP2 Source Code ProjectCall to Power II MultiplayerCall to Power MultiplayerCivilization IV: MultiplayerCivilization IV CreatorsGalCiv Apolyton Empire
Emperor
 
Sarxis's Avatar
 
Local Time: 10:25
Local Date: October 31, 2010
Join Date: Sep 1999
Posts: 3,361
Do Workers cost 1 population to produce?
This was brought up in another thread as a side discussion, but I thought it would be good to get to the bottom of this (for myself mostly) by bringing it to the fore.

In Alpha Centauri, there is a unit called the 'Terraformer' which builds all of the tile improvements and tile modifications. It seemed to me that Firaxis was translating this idea over to CivIII in the form of the Worker unit. But, if it is true that the Worker costs a population point (one city worker/specialist converted in the Settler way), then the Worker isn't quite the same as the AC Terraformer.

What's the info on this?
Sarxis is offline  
Old October 10, 2001, 04:31   #2
korn469
Emperor
 
korn469's Avatar
 
Local Time: 09:25
Local Date: October 31, 2010
Join Date: Apr 1999
Location: In the army
Posts: 3,375
yes they do cost 1 pop to build
korn469 is offline  
Old October 10, 2001, 04:36   #3
Sarxis
Rise of Nations MultiplayerAlpha Centauri PBEMCivilization III MultiplayerCivilization III PBEMCTP2 Source Code ProjectCall to Power II MultiplayerCall to Power MultiplayerCivilization IV: MultiplayerCivilization IV CreatorsGalCiv Apolyton Empire
Emperor
 
Sarxis's Avatar
 
Local Time: 10:25
Local Date: October 31, 2010
Join Date: Sep 1999
Posts: 3,361
So then what was the point of having both Settlers and Workers? Do they cost a different amount of resources to build? Or is there a difference in unit stats?
Sarxis is offline  
Old October 10, 2001, 04:39   #4
korn469
Emperor
 
korn469's Avatar
 
Local Time: 09:25
Local Date: October 31, 2010
Join Date: Apr 1999
Location: In the army
Posts: 3,375
settlers cost 2 pop points

here is info from the civfanatics info center

Quote:
Settlers and workers are also able to merge with a city, thus increasing its population. Conversely, to produce a new settler or worker, a city gives up not only the requisite number of shields, but also population points (2 population points to create a settler, 1 to create a worker). This added requirement makes settlers and workers very precious resources that you'll want to protect.
korn469 is offline  
Old October 10, 2001, 04:43   #5
Sarxis
Rise of Nations MultiplayerAlpha Centauri PBEMCivilization III MultiplayerCivilization III PBEMCTP2 Source Code ProjectCall to Power II MultiplayerCall to Power MultiplayerCivilization IV: MultiplayerCivilization IV CreatorsGalCiv Apolyton Empire
Emperor
 
Sarxis's Avatar
 
Local Time: 10:25
Local Date: October 31, 2010
Join Date: Sep 1999
Posts: 3,361
Ahh! Thanx.

You know, it seems I did see this a while ago, but I completely forgot about it. This is actually very kewl now, and makes sense to me.

Thanx Korn, you are wise in ways of CIV, and your CIV knowledge knows no bounds.
Sarxis is offline  
Old October 10, 2001, 08:10   #6
red_jon
NationStates
King
 
red_jon's Avatar
 
Local Time: 14:25
Local Date: October 31, 2010
Join Date: Oct 2000
Location: Uni of Wales Swansea
Posts: 1,262
Why do workers cost 1 pop in civ3, but not in SMAC?
red_jon is offline  
Old October 10, 2001, 08:32   #7
Jason Beaudoin
Prince
 
Local Time: 09:25
Local Date: October 31, 2010
Join Date: Nov 2005
Location: Canada
Posts: 478
Making a settler cost 2 pop points is a great way to guard against ICS.
__________________
Of the Holy Roman Empire, this was once said:
"It is neither holy or roman, nor is it an empire."
Jason Beaudoin is offline  
Old October 10, 2001, 08:33   #8
aaglo
King
 
aaglo's Avatar
 
Local Time: 17:25
Local Date: October 31, 2010
Join Date: Aug 2001
Location: the contradiction is filled with holes...
Posts: 1,398
Red_Jon: Because Smac was designed that way
No seriously... The terraformer is really a machine, thus it doesn't require a large amount of population like the workers mostly do (remember the pyramids ect.). Though this is only a guess...

But keep in mind: the terraformer of SMAC cannot be added to the population, so the terraformer is considered as a normal unit (think of a warrior who has a shovel instead of a war-axe )
__________________
I'm not a complete idiot: some parts are still missing.
aaglo is offline  
Old October 10, 2001, 08:37   #9
Grim Legacy
Prince
 
Local Time: 15:25
Local Date: October 31, 2010
Join Date: Aug 2001
Posts: 624
The increased cost of peaceful expansion is a very welcome novelty. I've always been more of a 'civilized' player myself, but this may just 'force' me to adopt more radical (read: aggressive) tactics. Hehehhe.
Grim Legacy is offline  
Old October 10, 2001, 08:41   #10
Father Beast
King
 
Father Beast's Avatar
 
Local Time: 07:25
Local Date: October 31, 2010
Join Date: Feb 2000
Location: My head stuck permanently in my civ
Posts: 1,703
The Firaxis people said they often think of Workers (not settlers) as mobile poulation units. I'm guessing that they often use them to transfer pop from an overcrowded city to a struggling one.

Of course, for that to be Really effective, they would have to lift the limits that were in civ2 that kept you from adding to a city over size 5.
__________________
Any man can be a Father, but it takes someone special to be a BEAST

I was just about to point out that Horsie is simply making excuses in advance for why he will suck at Civ III...
...but Father Beast beat me to it! - Randomturn
Father Beast is offline  
Old October 10, 2001, 08:54   #11
Grim Legacy
Prince
 
Local Time: 15:25
Local Date: October 31, 2010
Join Date: Aug 2001
Posts: 624
Quote:
Originally posted by Father Beast
The Firaxis people said they often think of Workers (not settlers) as mobile poulation units. I'm guessing that they often use them to transfer pop from an overcrowded city to a struggling one.

Of course, for that to be Really effective, they would have to lift the limits that were in civ2 that kept you from adding to a city over size 5.
Actually, over size 7 = size 8.

The mobile population thing would still be rather costly, considering the production costs for building the unit and the risk of losing it by the hand of foes/'suddenly' appearing barbarians.
Grim Legacy is offline  
Old October 10, 2001, 10:21   #12
Sarxis
Rise of Nations MultiplayerAlpha Centauri PBEMCivilization III MultiplayerCivilization III PBEMCTP2 Source Code ProjectCall to Power II MultiplayerCall to Power MultiplayerCivilization IV: MultiplayerCivilization IV CreatorsGalCiv Apolyton Empire
Emperor
 
Sarxis's Avatar
 
Local Time: 10:25
Local Date: October 31, 2010
Join Date: Sep 1999
Posts: 3,361
I truely hope that there will be no population limits for pop-transferring. A good city is worth living in, and rural citizens should always be able to become part of the urban environment.

And vice-versa, depending on the situation and the needs of the society.
Sarxis is offline  
Old October 10, 2001, 11:39   #13
ajbera
Prince
 
ajbera's Avatar
 
Local Time: 14:25
Local Date: October 31, 2010
Join Date: Apr 1999
Location: of the Cookieville Minimum Security Orphanarium
Posts: 428
Does anyone know if you can add a worker to an existing colony to make it a city? Or does one have to have a settler settle on a colony spot to make a city? From a pop point perspective, it seems a worker should be sufficient, and I hope it is.
ajbera is offline  
Old October 10, 2001, 11:54   #14
Ozymandous
Prince
 
Ozymandous's Avatar
 
Local Time: 09:25
Local Date: October 31, 2010
Join Date: Aug 2001
Location: Atlanta, GA
Posts: 507
Not sure about the last question but someone asked the distinction between settlers and workers earlier.

Settlers: Can only found cities, nothing else.
Workers: Can terraform only, not found cities.

(Edit)

Just thought of something.. Anyone know the results of disbanding a captured foreign worker or settler into one of your naturally founded empire cities? Does that city have unrest now, or have a greater chance of revolting?
Ozymandous is offline  
Old October 10, 2001, 14:30   #15
Sandman
King
 
Sandman's Avatar
 
Local Time: 15:25
Local Date: October 31, 2010
Join Date: Aug 2001
Location: Just one more thing
Posts: 1,733
Quote:
Does anyone know if you can add a worker to an existing colony to make it a city? Or does one have to have a settler settle on a colony spot to make a city? From a pop point perspective, it seems a worker should be sufficient, and I hope it is.
That defeats the purpose of having settlers at all. Why build settlers when you could just build workers for the same number of population points?

Having said that, I hope that when you use a settler to convert a colony to a city, it gets an extra population point to represent the colony.
Sandman is offline  
Old October 10, 2001, 14:52   #16
Father Beast
King
 
Father Beast's Avatar
 
Local Time: 07:25
Local Date: October 31, 2010
Join Date: Feb 2000
Location: My head stuck permanently in my civ
Posts: 1,703
Quote:
Originally posted by Ozymandous


Just thought of something.. Anyone know the results of disbanding a captured foreign worker or settler into one of your naturally founded empire cities? Does that city have unrest now, or have a greater chance of revolting?
It has been revealed that every pop point born in one of your cities has a nationality. every settler or worker has pop points which still have nationality. you can even choose which nationality to put into your settler (if you have more han one kind in your city.

so, naturally, if you drop a captured worker into a city, the pop point added will be of the nationality of the civ you captured it from, or the nationality it was built as.
__________________
Any man can be a Father, but it takes someone special to be a BEAST

I was just about to point out that Horsie is simply making excuses in advance for why he will suck at Civ III...
...but Father Beast beat me to it! - Randomturn
Father Beast is offline  
Old October 10, 2001, 15:12   #17
ajbera
Prince
 
ajbera's Avatar
 
Local Time: 14:25
Local Date: October 31, 2010
Join Date: Apr 1999
Location: of the Cookieville Minimum Security Orphanarium
Posts: 428
Quote:
Originally posted by Sandman That defeats the purpose of having settlers at all. Why build settlers when you could just build workers for the same number of population points?
1 Settler = 2 pop points = 1 city
1 worker = 1 pop point = 1 colony
1 colony (1 pop) + 1 extra worker (1 pop) = 1 city (2 pop) (I hope)

You save no pop points by doing it the way I suggested.

1 colony (1 pop) + 1 settler (2 pop) = 1 city (2 pop? where does the extra pop go?)

Of course, there are still questions concerning cities. When a 2 pop settler founds a city, is it a size 1 or 2 city? Does the city number only reflect "loose" population, with the default center square worker not reflected in the city size?

Qusetions, questions...
ajbera is offline  
Old October 10, 2001, 15:18   #18
Crouchback
Warlord
 
Crouchback's Avatar
 
Local Time: 09:25
Local Date: October 31, 2010
Join Date: May 2001
Location: U.K.
Posts: 237
Quote:
Originally posted by ajbera
1 colony (1 pop) + 1 extra worker (1 pop) = 1 city (2 pop) (I hope)
They keep saying you lose the population point when a worker founds a colony. Whether it is overtaken by expanding borders or wiped out by an enemy the worker who made the colony is gone never to return.

David
__________________
"War: A by-product of the arts of peace." Bierce
Crouchback is offline  
Old October 10, 2001, 15:24   #19
Sandman
King
 
Sandman's Avatar
 
Local Time: 15:25
Local Date: October 31, 2010
Join Date: Aug 2001
Location: Just one more thing
Posts: 1,733
Quote:
You save no pop points by doing it the way I suggested.
That is not the point. What I am saying is that the settler unit becomes useless from the start of the game if you can just build two workers. And Firaxis would not include it in the game if there was useless.

Settlers cost two pop points but only make a size 1 city. The second pop point covers the city square.
Sandman is offline  
Old October 10, 2001, 16:17   #20
ajbera
Prince
 
ajbera's Avatar
 
Local Time: 14:25
Local Date: October 31, 2010
Join Date: Apr 1999
Location: of the Cookieville Minimum Security Orphanarium
Posts: 428
Quote:
Originally posted by Sandman
That is not the point. What I am saying is that the settler unit becomes useless from the start of the game if you can just build two workers. And Firaxis would not include it in the game if there was useless.
Ahhhh...duly noted. I now see the error of my ways.
ajbera is offline  
Old October 10, 2001, 23:46   #21
Mihai
CTP2 Source Code Project
Warlord
 
Local Time: 16:25
Local Date: October 31, 2010
Join Date: Jan 2000
Location: Bucharest, Romania
Posts: 174
As I understand, just the founding settler increase the city pop by one (from 0 to 1), any other settler included in the city will increase city pop by 2, witch is correct. That way you don't loose pop. Your worker cost you 1 pop, adds you 1 pop. Your settler cost you 2 pop, adds you 2 pop.

IMO this concept is the best metod to stop ICS.
__________________
"Respect the gods, but have as little to do with them as possible." - Confucius
"Give nothing to gods and expect nothing from them." - my motto
Mihai is offline  
Old October 11, 2001, 02:54   #22
izmircali
Chieftain
 
Local Time: 14:25
Local Date: October 31, 2010
Join Date: Sep 2001
Location: Izmir, Turkey
Posts: 38
I hope the editor lets you change the "cost" of settlers. I'd like to re-do the world situation and have a settler cost 3 or more, to make ICS even harder, or even make settlers require a resource.

(Plus it might make small powerful civs an option)
izmircali is offline  
 

Bookmarks

Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 10:25.


Design by Vjacheslav Trushkin, color scheme by ColorizeIt!.
Powered by vBulletin® Version 3.8.2
Copyright ©2000 - 2010, Jelsoft Enterprises Ltd.
Apolyton Civilization Site | Copyright © The Apolyton Team