Sid Meier's Civilization V

Sid Meier's Civilization V

Evolving Workers
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.
Darktrooper119 12 Oct, 2016 @ 5:19pm 
@calligula
an alternative (thanks to cicero225 for this) is to create an SQL that automatically adds anything added to the base worker's buildlist to this mods. useful if you have multiple mods adding stuff (like civs, future worlds, etc)

just go to the Multiplayer Mods Workaround (here on the workshop) and go back about 2-3 pages in the comments. the discussion he and i had should be there.
Cosayen  [author] 12 Oct, 2016 @ 4:14pm 
@Calligula This mod does'nt work with modded improvements unless you add them yourself in the xml of this mod's units
Caligula 12 Oct, 2016 @ 3:51pm 
if a mod civ(mexico,confederate states,ect)has a UI,will the workers/builders/machinests/workbots be able to build it? or does this just work with unmodded civs?
Darktrooper119 30 Sep, 2016 @ 1:34pm 
@vondraco
okay then, could you describe what you did, hes said something about adding it to the base game files, and i honestly dont quite get what he means by that. can you tell me WHERE you added the new BUILD data to the XMLs?
vondraco 30 Sep, 2016 @ 5:42am 
@Coser - Finaly got around to trying this with a serious effort, and yes, I was able to add moded tile improvements just as you said! Very happy!

My biggest hurdle was just figuring out what the tile improvement was actually called in the source code of the civ mod. For instance, I use the Champa mod, which allows the building of square wells. I first tried adding BUILD_SQUARE_WELL to your XML files (in the appropriate places); however, the Champa code actually needed BUILD_CHAMPA_MOD_WELL. Just a pointer for anyone else who tried the same thing.

Again, great work!
Darktrooper119 12 Sep, 2016 @ 2:04pm 
@cosar
Not to be the one to further bug you about this, but a little more clarification.
It seems to me that youre saying it needs to be added to the XML in base Gameplay directory.

I'm creating an Multiplayer modpack for use with a friend, and by default include this mod. However I'm trying to add Future Worlds, which has several unique improvements. Adding the "build_(improvement)" to your units data just causes them to vanish from the game. So do I need to add it elsewhere? And if so where?

Sorry about this. Chem I and Computer programming have left me a little fried today :Nepgear:
Cosayen  [author] 7 Sep, 2016 @ 8:32pm 
@Grimlock199 The XML are in your Game Folder > Assets > Gameplay > XML. These however are just the vanilla assets. the DLC assets are scattered in XML folders of the different expensions in Game Folder > Assets > DLC.
Reggin 3 Sep, 2016 @ 3:25pm 
Hello, First let me say this is an amazing mod. I am using a handful of mods and read your post bellow on how to get them to build modded tile improvements. However, I don't understand where the games xml files are. I just wanted to ask if you could please clarify for someone who doesn't understand the modding all that well. Anyway, great mod though and thank you for reading this.
vondraco 6 Aug, 2016 @ 10:12am 
@Cosar Thanks! I'll go ahead and give it a shot when I'm done with My current game. BTW, thank you for taking the time to respond, and even bigger thanks for making this mod in the first place!
Cosayen  [author] 2 Aug, 2016 @ 10:14am 
@vondraco It is as simple as going into the base game's xml files and do the same
vondraco 1 Aug, 2016 @ 8:34pm 
Fantastic! The last upgrade (July 2016) will definitely solve some of My bigger issues with the mod. However, I'm using a (different) mod that introduces a new civilization that also has a unique worker improvement (specifically, Benin with the Iya being the unique improvement, although I use a few other mods that do similar things). Your mod doesn't seem to allow anybody except (un-promoted) workers to build that. If I wanted to add that into the code Myself, is it as simple as just adding the BUILD_IYA block to the appropriate file, or is it more involved than that? (I have no clue about making mods; how did you learn to do it?)
orea_hsing 14 Jul, 2016 @ 8:05am 
Help! After V4 updated , I can't load my saved game that uses V3. What can I do?
Wraithinthenight 2 Jul, 2016 @ 6:33am 
LOL
thundermountainarts 1 Jul, 2016 @ 6:57pm 
Aww man. I just noticed the last update in 'Change Notes' was Update: Aug 19, 2014 @ 7:43pm over 2 years ago. :'( :steamsad:
thundermountainarts 1 Jul, 2016 @ 6:47pm 
Mine worked fine the first time I used it as Hiawatha . But when I made a new 'game' , still using Hiawatha, the workers will not learn or 'evolve' anymore. Yet when I go back to my other game, they work fine. Why cant I get them to work in other
zzvvss 29 Jun, 2016 @ 1:25am 
улучшенные рабочие, не могут улучшать модифицированные улучшения ландшавта
Professor Firebat 31 May, 2016 @ 11:58am 
This mod definitely has a problem with Unique or modded improvements as both brillwodcamps and rum disteleries(Buccaneers) were unable to be built
Alistar 5 Apr, 2016 @ 1:34am 
i believe this mod has a compatiblity issue with bridges and canals mod along with any mod that adds new tile improvements. it wouldnt be a big deal if you could still obtain workers as they are the only ones that can build modded improvemnts.
Cosayen  [author] 23 Mar, 2016 @ 8:29pm 
@mustardseed82
This is actually a great idea.
mustardseed82 25 Feb, 2016 @ 12:30am 
I has been years since I played Sid Meier Civ, don't recall which, but in it you began with workers, and then could later upgrade them to engineers to build the railroads. The best part of engineers was they could change a mountain into workable hill. Was hoping this mod did the same.
Elkian Lionblood 4 Jul, 2015 @ 12:36pm 
I like this mod - the increased movement is especially nice - but there's a few bugs: The Machinist was immediately available for me on Vanilla (don't remember which Civ) and like riley.steer says, it's not compatible with mods like davii.adam's Improved Upgrades (only base Workers could make the Improved Upgrades and since you can't produce base Workers after Researching except by stumbling across Ruins or stealing them...)
Rileyo 3 Jun, 2015 @ 9:51am 
Also, the mod isn't compatible with other improvement mods
vondraco 1 Apr, 2015 @ 5:41am 
Want to also put in, great mod but 'evolved' workers lose the ability to construct Civ-specific improvements (chateau, feltoria, etc.) Correcting that would be fantastic! Also a thought for down the road, would there be a way to allow workers to have promotions, like speedier movement through forest or hills or whatever?
aidalgol 13 Mar, 2015 @ 8:23pm 
I _really_ like being able to quickly build a low-powered worker right after founding my first city, but I find this mod overall wrecks balance even as early as tier 2 by letting you build improvements much faster than your empire grows. I like the idea, but I think the number of turns it takes to build improvements (or at least later game improvements) needs to be increased to maintain balance.
NocturnalEye 2 Mar, 2015 @ 7:35pm 
upgraded workers can't make trading posts
Fantusha 1 Mar, 2015 @ 1:43pm 
Have you fixed the bug wherein civs such as Brazil and Polynesia cannot construct Civ specific buildings ect? :)
Cosayen  [author] 16 Feb, 2015 @ 1:17pm 
@Jaegeru I don't think so. Try it. If you see any problem, please report to me.
Grim Shiada 15 Feb, 2015 @ 8:53pm 
Do I have to have BNW for this mod because I only have G&K?
dienvay 18 Nov, 2014 @ 12:24pm 
Bug in ths mod if you play as polynisian when you upgrade your orker to builder It can no longer construct moai. So a negative effect stuck with workers at building at 75% capacity. Or upgrade them and lose a significant bonus for this Civilisation.
Sanguine Raven 7 Nov, 2014 @ 3:16am 
can you make g&k only version
Vaxx 4 Nov, 2014 @ 11:14am 
i was just thinking about this the workers dont get exp and they work their asses off harder than my armies! awesome mod!
Guppygoo 16 Oct, 2014 @ 10:17am 
how about make them able to terraform tiles after discovery of biologi
Cosayen  [author] 9 Sep, 2014 @ 6:41pm 
@Aldwer There is no difference between 500% and 1000%. Both will make all improvements in one turn.

@T4Tasha I still try to fix this bug... Sorry, i do my best.
Fireproof 6 Sep, 2014 @ 1:36pm 
If you can upgrade the workers, it might be fun but 1000% is too high for me. I'd like to see workers acquire experience by completing tile improvements and allow you to promote worker specific qualities, stackable with Pyramids. This would require a whole new promotion tree entirely for workers. Protecting certain workers adds a different excitement imo.
sonihi 6 Sep, 2014 @ 12:15am 
Well I think that Workbots are a bit OP. I mean you go from 250% to a 1000%. Maybe 500% would be better?
Stargazer 4 Sep, 2014 @ 10:09pm 
I second the loss after upgrade. I just played a brazil game with no brazilwood. But all in all I'm delighted to see this! Thanks for bringing back one of the better features of the game.
Cosayen  [author] 2 Sep, 2014 @ 4:14pm 
@Scarred Soldier I will try to fix this
Scarrer 2 Sep, 2014 @ 3:21pm 
there is minor problem in this mod, the workers in the very beginning are able to build unique improvments but the later era workers just lose this ability.
Soldner 23 Aug, 2014 @ 8:13am 
How about Masons for tier 2? They essentially built everything in the dark ages and Renassiance.
Danger Zone 21 Aug, 2014 @ 5:33pm 
thanks