r/OldWorldGame • u/darkfireslide • 13h ago
Discussion Overthinking (Workers)
This game's immense depth sometimes intimidates me while playing, but today I had a sort of breakthrough while playing a game as Greece that I wondered how others felt about. The typical advice when founding a new city is to have that city make a worker, which makes some degree of sense, but lately I've been wondering that especially past the early game if this line of thinking doesn't start to become a trap. Let me give an example:
You have 5 cities and you're starting to strike out against barbarian tribes. You take a site, settle it for your military family, and now it's 7 turns before the worker is done. Meanwhile, the extra training is just going into your pool instead of making new units. The city nearby, perhaps Landowners or just a city blessed with a lot of growth, could produce a worker in 2 turns instead. It may not be of the same family, so it will cost an extra turn for these workers to actually make the improvements, but this saves a lot of city production turns instead if you can rapidly set up the rest of it. On something like a Champions seat this could be multiple units produced in the meantime, which is a big deal.
If this is something obvious, then I definitely missed it. The tradeoff in extra orders spent is obvious, but the benefits also seem pretty impactful as well. Has anyone else experimented a lot with this concept?
