Sid Meier's Civilization V

Sid Meier's Civilization V

Evolving Workers
Cosayen  [developer] 17 Aug, 2014 @ 12:58am
Suggestions
This thread is open for all kinds of suggestions. Giving feedback helps me to improve the mod!
Last edited by Cosayen; 17 Aug, 2014 @ 12:48pm
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Showing 1-13 of 13 comments
The Direful Spring 19 Aug, 2014 @ 12:51pm 
The last teir seems a little over kill how ever much it costs.
DriedClegg 20 Aug, 2014 @ 4:13am 
What about calling the Tier I workers slaves?
Cosayen  [developer] 20 Aug, 2014 @ 9:04am 
Yeah I thought about This. Maybe I'll change to slaves in the next update.
Mr. Loba Loba 20 Aug, 2014 @ 6:44pm 
Final teir workers seem to strong maybe work at a 500% because 1000% seems to strong otherwise great idea.
Venser's Prodigy 21 Aug, 2014 @ 12:09pm 
1. Any chance for a work-boat tier system like the worker? Since they are consumed on use, it could start as a civilian but as you tech up it becomes faster, enter deep ocean, and maybe a weak military unit with a bonus on the defense and against barbarians to represent how civilian vessels began to defend against pirates and privateers as part of the merchant marine.

2. How about adding an ability to each worker allowing them to be consumed to add buildings of the previous eras to cities? It would be like bringing skilled workers, refined materials, and tools for development as part of a colonization initiative. Colonists imported many of the materials needed to construct colonies from the motherland, brought along with the immigrants, using pre-existing infrastructure to rapidly build new settlements. They didn't, for example, colonize Africa by building black-smithies and castles, they brought the means to make some modern infrastructure with them. A instant bonus would be simpler, but for balance and plausibility later eras would probably require a short period to actually build the infrastructure.

3. Have you considered adding improvements that require the added construction speed? Not improved versions of existing improvements for compatibility with custom Civs, but improvements that would require specific technologies. For example, a suburb to promote population growth (but not population cap) and gold. Or a ore processing plant to provide a boost to production tiles with X or more production (almost certainly mines/quarries/manufactories). A hadron collider could provide large boosts to science. There are many options here.
dienvay 18 Nov, 2014 @ 12:27pm 
Found a 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.
Chang 2 Jan, 2015 @ 3:49am 
The Unique Improvements are all lost with T2, noticed it just in last MP game, as we have the "unique" buildable by all nations
BeansAndRice 27 Feb, 2015 @ 8:05pm 
So a few things, one of which said before:

1. Allow all to build unique improvements
2. Make compatible with Pyramid wonder.
3. Make compatible with Liberty social policy that grants a worker.

In other words, fully intergrate all T2-T4 workers with the game.
The Direful Spring 28 Feb, 2015 @ 10:53am 
What about an experance kind of thing like with miliartary units but some of them allow faster working some allow new tile improvments. In most games around half way through I find I don't know what to do with my workers, my next tile expantion is ages away and my workers are using up money what ever I do, my suggestion to solve this is you allow you workers to bost production whilst in a city or allow them to build big projects. This would also help with the problem you sometimes get if your production is alot better than your science and you have nothing to build that you want as you can just build more workers as they will always be useful. Some of the big projects I would suggest would be slightly moving the course of a river, creating massive levies to get land from the sea, turning destert into plains or grassland with mass irrigation projects and in later ages something like the Euro Tunnel that allows a rail way line to pass through coast (but not or a limited number of ocein)
roberto tomás 7 Mar, 2015 @ 4:24am 
my two cents:
Tier II I think would be fine at 125% and same movement... tier iii and tier iv would get 3 total movement.
Tier IV should instead be ~175% rate but zero upkeep (technically, free units still cost 4[forums.civfanatics.com]). Modern robotics are mostly just assembly replacements .. the general robotics you need to replace workers are coming .. and they are cheap, but slow.

-- but I'm not convinced about balance yet.. this mod favours tall play style
Last edited by roberto tomás; 7 Mar, 2015 @ 4:30am
Chrisy15 7 Sep, 2015 @ 2:31pm 
There's an SQL method that you can use to make the mod compatible with modded improvements... I think it's called 'hooking' or 'latching' or something. It should be on the "SQL for dummies" thread on CivFanatics, so go look there
aidalgol 4 Jan, 2017 @ 7:09pm 
I really like the idea of making the workers a more nuanced/complex mechanic, and this mod was great up until I was able to get Tier 3 workers, which felt way too overpowered for how early in the game I was able to get them. And Tier 4 is, in my opinion, waaay overpowered for any stage in the game except for maaaybe near end-game.
#packwatch bozo-killer (Banned) 17 Jun, 2017 @ 5:31am 
Originally posted by Cosar:
This thread is open for all kinds of suggestions. Giving feedback helps me to improve the mod!
Bombing a workbot causes game to crash please fix this issue mister.İ love your mod
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