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Laborer - IMPLEMENTED
Posted: Sat Oct 25, 2014 6:15 pm
Has mend like worker but it can't create a new structure except for walls and watchtowers and bridges.
-Mend Range 1
- Mend power 7
**Build list limited to above**
I have the image too.
So instead of building a bunch of workers (five is my standard), just have a couple of them and a few more of these cheaper guys. They're not as effective, but the workers can start projects (ie Castle) and laborers provide cheaper grunt labor.
Posted: Sun Nov 09, 2014 7:37 pm
I like the image!
Will it have less building speed than worker? (I dunno what your stats mean!)
I think it should have about 4/5 the build rate of a worker.
Or cost 1 turn and have 2/5 the build rate.
Posted: Sun Nov 09, 2014 8:57 pm
Yes, it has approx. 4/5 (I think 7/9 in actuality but I'd have to look again) build speed.
Maybe we could have a variant with 1 build turn and less build. But we don't want an OP unit.
Would you use him in a game, Ollie?
Posted: Sun Nov 09, 2014 9:09 pm
Yeah, I see where you are coming from with this idea, and I'd use it in the same way.
You could also reduce health so they die after 1 arrow, if you kept a cost of 2. This way, you could then further reduce build/mend speed, and still keep the unit useful.
Also they could be easily converted.
Posted: Sun Nov 09, 2014 9:17 pm
Ok, sounds good. Then the weaker 1 turn guy needs a name.
Posted: Sun Nov 09, 2014 9:47 pm
Posted: Sun Nov 09, 2014 10:30 pm
Posted: Mon Nov 10, 2014 9:00 am
Thats a great idea, and a very nice image.
Posted: Mon Nov 10, 2014 4:00 pm
tbh, I think one variation of the worker is enough.
I prefer the 2-turn one.
Posted: Mon Nov 10, 2014 4:11 pm
Ok, we'll do "Laborer" (the two turn guy).
Thank you, ejm29.
Posted: Tue Nov 11, 2014 3:31 pm
Here is the final updated image, and I'll try to attach a txt file with the stats and whatnot.
So if you ever want to put him in, Daniel, I think he is ready.
Posted: Wed Nov 12, 2014 12:53 am
I like the idea of cheap grunt units for building.
Posted: Sat Nov 22, 2014 6:26 pm
Good idea i think it should be worker upgrde...
Posted: Sun May 22, 2016 9:40 pm
This is a fantastic idea!
Re: Laborer - ACCEPTED
Posted: Mon Jul 11, 2016 3:49 pm
I've noticed laborers cant build anything and this observation make me believe they should have the ability to create rock piles to block roadways, make roads for faster travel, and other grunt works.
Also I believe laborers should possible have speciality in removing obstructive units such as rock piles.
Re: Laborer - IMPLEMENTED
Posted: Thu Jul 14, 2016 10:27 am
Cool...I saw these, an wondered what they were for...seems legit to have some unskilled labourers in an army
Re: Laborer - IMPLEMENTED
Posted: Sat Jul 16, 2016 5:01 pm
I feel the labourer is weak at present. It should have the same mend rate as the worker. Not able to start a building is a curse enough for the labourer to cost 2 turns