Worker Unit: Difference between revisions

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[[File:Peon_3575.png|link=Warcraft|frame|Under-appreciated and really useful.]]
[[File:Peon 3575.png|link=Warcraft|frame|Under-appreciated and really useful.]]




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*** ''Red Alert 3'': The Prospector (Allies) and Ore Collector (Soviets and Empire, with different capabilities) move ore from ore mines to ore refineries. The Prospector also doubles as a constructor, since it can transform into a Command Hub and allow new buildings to be built nearby. The Soviets have a separate constructor type (the Sputnik) with the same transforming capabilities as the Prospector (the transformed form is called an Outpost). All of the Empire's buildings are unpacked from Nanocores.
*** ''Red Alert 3'': The Prospector (Allies) and Ore Collector (Soviets and Empire, with different capabilities) move ore from ore mines to ore refineries. The Prospector also doubles as a constructor, since it can transform into a Command Hub and allow new buildings to be built nearby. The Soviets have a separate constructor type (the Sputnik) with the same transforming capabilities as the Prospector (the transformed form is called an Outpost). All of the Empire's buildings are unpacked from Nanocores.
* ''[[Galactic Civilizations]] 2'': Trade ships help earn credits by cycling between one of your planets and another race's planet along a fixed trade route, gaining bonuses when passing through the area of effect of an economic starbase. Space miners set up mining facilities in asteroid belts, slightly boosting the closest planets military and social production. Surveyors harvest spacial anomalies and act as scouts. And finally, constructors build or upgrade starbases, but get consumed in the process.
* ''[[Galactic Civilizations]] 2'': Trade ships help earn credits by cycling between one of your planets and another race's planet along a fixed trade route, gaining bonuses when passing through the area of effect of an economic starbase. Space miners set up mining facilities in asteroid belts, slightly boosting the closest planets military and social production. Surveyors harvest spacial anomalies and act as scouts. And finally, constructors build or upgrade starbases, but get consumed in the process.
* ''[[Advanced Strategic Command]]'': Has a lot of these, though differing with unit set. Different transports are required for [http://asc-hq.org/unitguide/html/11Ui4.html ammo], [http://asc-hq.org/unitguide/html/10Ui2.html fuel] and [http://asc-hq.org/unitguide/html/25Ui2.html construction materials] that all runs out rather quickly. Field repair vehicles, to fix units without hauling them all the way to the factory. Generators to keep your mines and factories running when you don't have enough powerplants plugged in. Bulldozers to construct [[Tunnel Network|pipelines]], bridges or runways for planes. Builder vehicles to create buildings and turret foundations. Resource prospectors to know where to build a mine or oil platform. Icebreakers. Almost anything requires a proper [[Worker Unit]] and some spent resources.
* ''[[Advanced Strategic Command]]'': Has a lot of these, though differing with unit set. Different transports are required for [http://asc-hq.org/unitguide/html/11Ui4.html ammo], [http://asc-hq.org/unitguide/html/10Ui2.html fuel] and [http://asc-hq.org/unitguide/html/25Ui2.html construction materials] that all runs out rather quickly. Field repair vehicles, to fix units without hauling them all the way to the factory. Generators to keep your mines and factories running when you don't have enough powerplants plugged in. Bulldozers to construct [[Tunnel Network|pipelines]], bridges or runways for planes. Builder vehicles to create buildings and turret foundations. Resource prospectors to know where to build a mine or oil platform. Icebreakers. Almost anything requires a proper '''Worker Unit''' and some spent resources.
* ''[[Globulation]]'': Has worker, scout and fighter... uh... creatures. Without workers you cannot collect resources, and thus cannot do anything at all -- even keeping units alive requires a worker collecting raw foodstuff and bringing it to an inn.
* ''[[Globulation]]'': Has worker, scout and fighter... uh... creatures. Without workers you cannot collect resources, and thus cannot do anything at all—even keeping units alive requires a worker collecting raw foodstuff and bringing it to an inn.
* ''[[Dawn of War]]'' has a different worker unit for every race; all of them only construct and repair structures, resource gathering is handled autonomously by capturing points or building generators. Each one is also slightly different from the others. To wit:
* ''[[Dawn of War]]'' has a different worker unit for every race; all of them only construct and repair structures, resource gathering is handled autonomously by capturing points or building generators. Each one is also slightly different from the others. To wit:
** The Space Marine Servitor has no special abilities whatsoever, but is one of the faster moving and more durable (read: least paper-mache armored) worker units, and can later make use of the Space Marine's Drop Pod ability to quickly redeploy.
** The Space Marine Servitor has no special abilities whatsoever, but is one of the faster moving and more durable (read: least paper-mache armored) worker units, and can later make use of the Space Marine's Drop Pod ability to quickly redeploy.