Sid Meier's Civilization V

Sid Meier's Civilization V

(RTP) (Gameplay) Workforces
21 Comments
showersb0 20 Mar, 2020 @ 12:45am 
AI arent even using their workforce and im on turn 200 not a single improvement has been made by them and im playing diety
The Grimwar 11 Jan, 2020 @ 4:29pm 
Also,we don't see how many charges workers have, that needs to be fixed as well.
The Grimwar 11 Jan, 2020 @ 4:28pm 
Yeah, I encountered the troops being spent when the worker expends thing a charge too, this is a serious problem.
lobotomizeme 5 Sep, 2019 @ 6:49am 
if you expend a Build Charge on a tile where also a military unit is on it, the military unit dissapear. if this is intendet it would be good to note it in the description
Jabber 23 Jul, 2019 @ 9:51am 
Pls, consider various Slavery mods!
HeyItsAspen 25 Jun, 2019 @ 9:57am 
I have vox populi installed, as well as some of your civs, and adding this unlocks building all units in the game from the start.
The360MlgNoscoper 19 Jun, 2019 @ 6:08am 
ok sure because in the civ VI workshop there is a mod that gives builders 999 charges so ok
AlecsZ 11 Jun, 2019 @ 1:47am 
I found a way to fix the Pyramid. It is necessary to disable its changes by turning off the file Workforces_Buildings.sql. Then the charges work normally and the workers are deleted after charges run out. :steamhappy:
robmetzler 2 Jun, 2019 @ 10:53am 
if I use the worker last charge stacked with a military unit, the military unit dissapears instead
mojave_wastelander 20 May, 2019 @ 7:36am 
By "Community Patch" only the "Community Patch" part from Vox Populi or whole mod? E.g. in another game with all mods from this pack except "Workforces" once I entered classical era I got an epithet and a message that I got some food in all my cities then in all my cities population tripled (capital went from 6 pop to 19), so I think something is wrong here.
mojave_wastelander 20 May, 2019 @ 1:45am 
With Vox Populi this mod is OP for AI, tiles in civ 5 + vox populi are much more powerful than civ 6 and especially with a good pantheon AI growth just goes exponentially. In one game I just made a second city and one AI had a luxury monopoly, without the mod it's rare for AI to prioritize monopolies so early in the game. Overall while is interesting is way too unbalanced for civ v.
AlecsZ 15 May, 2019 @ 1:14am 
The Wonder Pyramid shuts off workers' charges, instead of workers, combat units on a cell disappear with improvement.
Preox 10 May, 2019 @ 11:31am 
When workers are about to spend their last charge and a unit is on the same tile the unit gets spent instead.
jjwolfe1990 8 May, 2019 @ 7:03pm 
One thing I noticed with my game, I never ran out of charges for my one worker. I was able to build at any point without expending him.
Love your work.
JFD  [author] 7 May, 2019 @ 2:36am 
Yes
Penumbral 6 May, 2019 @ 4:33pm 
Will this work for new improvements added by mods?
Evelyn 5 May, 2019 @ 7:30pm 
you may consider including photos of the new visuals for medieval era workers on this page
The Grimwar 5 May, 2019 @ 1:15pm 
Awesome!

Hey, involving your nationalism/conflict resolution mod...I've encountered a problem.

When I put my cursor over the enemy units, like the barbarians, the battle estimation doesn't show up!
JFD  [author] 5 May, 2019 @ 5:08am 
Cost is lowered, yes
The Grimwar 4 May, 2019 @ 9:27pm 
Is the production cost for workers lowered?

I mean, if they're not a permanent thing, then it's only logical, right?

Anyway, this is awesome! Keep it up!
troodon25 4 May, 2019 @ 8:24pm 
This is an interesting series of mods...