Sid Meier's Civilization V

Sid Meier's Civilization V

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Evolving Workers
   
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2.944 KB
17 Aug, 2014 @ 12:51am
13 Jul, 2016 @ 9:11pm
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Evolving Workers

Description
This mod remakes the system of workers:

(TIER I) Workers: Cheaper than normal workers, but 75% work rate. They become obsolete after Engineering.

(TIER II) Builders: They have 125% work rate and +1 extra movement. They are more expansive than tier I, and they are only available after discovering Engineering. Becomes obsolete after researching Industrialization

(TIER III) Machinists: They have 200% work rate and +2 extra movement. Even more expensive and requires Industrialization. Obsolote after Robotics

(TIER IV) Workbots: They are the best workers of the game. They have 1000% work rate and +4 extra movement, in addition to the ability to defend themselves. They are unlocked with Robotics.

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(As of 12/12/2018, this mod wil not be updated.)

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NEWS:

13/07/16 (v4): Fixed the main problem about the mod: Unique tile improvements. Civs that have their own tile improvements will finally be able to build them with the new units.
Popular Discussions View All (1)
13
17 Jun, 2017 @ 5:31am
Suggestions
Cosayen
62 Comments
pedersilver5 22 Oct, 2021 @ 9:40am 
Why doesn't someone make fighting Sea Bees? Like the USN has for construction?
crocodile1066 28 Nov, 2020 @ 2:46pm 
Just chipping in to say that I, too have had problems with work-bots crashing the game when attacked. Good mod otherwise, though!
💖 Officer Hotpants 💖 9 Dec, 2018 @ 6:02pm 
That said, I understand that giving them combat ability was likely meant to represent the fact that they're, you know, robots and not helpless (or maybe just to allow them to safely work far from home) but if the comments below are any indication then switching them back to civilian units might fix the crashing issues as well.

Sorry to double-post but I hit the character limit.
💖 Officer Hotpants 💖 9 Dec, 2018 @ 6:00pm 
Small but important issue. The workbots cannot embark. This renders them useless for improving islands. What's worse, the fact that they obsolete the previous tier of workers means that you can't simply use a lesser worker. So once you hit the information era, if you don't keep a few unupgraded machinists around (or lose all of yours) then you can no longer work any land not connected to a city. As you can imagine, this makes island maps basically impossible to play in the late game.

Either the workbots need the embarkation promotion or the machinists need to not be rendered obsolete by the workbots. Personally I'd go with the latter since the workbots are already pretty obstructive thanks to their classification as combat units (meaning they can't move through and improved occupied tiles like a worker needs to be capable of).
Ascaz 25 Apr, 2018 @ 12:31pm 
builders, machinists can not build INCA building
Nintenfan81 12 Sep, 2017 @ 9:22pm 
Beware! Any combat initiated against the final worker evolution, the workbot, will crash the game! Even combat initiated by AI players will do this!

Which is ridiculous because the workbots are useless anyway, the next step down, the Machinist, already builds every tile improvement in one turn. The workbots are expensive, redundant, and broken. And that really sucks because if it weren't for that I would love this mod dearly.
#packwatch bozo-killer 17 Jun, 2017 @ 5:31am 
Bombing a workbot causes game crash please fix
Mr. Gentleman 27 Feb, 2017 @ 7:24am 
Hi, People requested, that I'd make my mod compatible with yours. How do I do that, without making your mod required? All I have to do is add a build order for your new worker units, but I'd have to reference your units, right? That'd cause a dependency.
vondraco 20 Oct, 2016 @ 3:08pm 
(Part 2/2)

In the builder.xml file, for instance, there was a section that looked like this:

<Row>
<UnitType>UNIT_BUILDER</UnitType>
<BuildType>BUILD_CHATEAU</BuildType>
</Row>

From there it was just a matter of copying and pasting those four lines and then changing the BUILD_CHATEAU to BUILD_CHAMPA_MOD_WELL. Et voila, c'est magnifique. Do the same with the other two files and you're set, at least for this specific improvement.

I saw your last post about using SQL to streamline the process, and that does seem like a more elegant solution. I'll take a look one of these days at the conversation you referenced and see what I can make of it. Thanks for the suggestion!
vondraco 20 Oct, 2016 @ 3:08pm 
@Darktrooper119: Sorry it's taken me so long, computer issues. Anyhow, let me give you an example.

Using the Champa mod, I poked around in the directories and files of the mod and eventually found a file in the xml/terrain subdirectory called "champa improvements mod.xml" and it had, in the subsection <BUILDS>, a line that said:

<Type>BUILD_CHAMPA_MOD_WELL</Type>

This kinda looked like what I needed, as it resembled what Cosar has in the files of his mod. So I went to the Evolving Workers mod directory, and there are three files there that looked like they needed to be modified: builder.xml, constructor.xml and workbot.xml.