Page 1 of 1

Worker speed effect

Posted: Tue May 05, 2020 9:13 pm
by Ignatus
Currently, worker's speed is hardcoded as (basic unit type movepoints)*(veteran strength bonus). Maybe this should be effect-controlled. In CivIII, for example, there is no Engineers; just workers work twice faster with knowing Engineering and twice slower during anarchy.

Re: Worker speed effect

Posted: Wed May 06, 2020 1:46 am
by cazfi
While waiting worker task speed to be separated from general move speed, there's Move_Bonus effect.

Re: Worker speed effect

Posted: Wed May 06, 2020 6:39 am
by Ignatus
cazfi wrote:While waiting worker task speed to be separated from general move speed, there's Move_Bonus effect.
It does not affect worker speed. The same unit during the game can have different number of mp but it always (unless promoted) works at the same speed, that's what I talk about.

Re: Worker speed effect

Posted: Wed May 06, 2020 8:14 am
by cazfi
Ignatus wrote:
cazfi wrote:While waiting worker task speed to be separated from general move speed, there's Move_Bonus effect.
It does not affect worker speed. The same unit during the game can have different number of mp but it always (unless promoted) works at the same speed, that's what I talk about.
I think you're mistaken. There is just one movement speed defined, that is used for all unit activities, be it movement or work.

Re: Worker speed effect

Posted: Wed May 06, 2020 8:29 am
by cazfi
Oh, I checked the code, and turns out you are right. That's a bit of a mess (unit can use some movement and still work to the max, but if it uses all of its movement to reach the site it can't work at all - so the working ability both is and isn't tied to movement left)

Re: Worker speed effect

Posted: Wed May 06, 2020 6:57 pm
by Ignatus
Btw in CivIII (don't know about other parts) work points are exactly the same as move points (except the way they accumulate). If your roads are very cheap and your worker is very fast, you can road several tiles per turn.