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* ''AdvancedStrategicCommand'': 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 [[TunnelNetwork 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 WorkerUnit 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.

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* ''AdvancedStrategicCommand'': ''VideoGame/AdvancedStrategicCommand'': Has a lot of these, though differing with depending on the unit set.set, of course. 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.connected to them. Bulldozers to construct [[TunnelNetwork 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 WorkerUnit and some spent resources.
* ''{{Globulation}}'': Has ''VideoGame/{{Globulation}}'' has worker, scout and fighter... uh... creatures.[[BlobMonster 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.


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* ''VideoGame/{{Colonization}}'' has few non-naval units that aren't supposed to work in a colony, but Pioneer does outdoor job - builds roads, plows fields and cleans forests.
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the namespace.


* ''{{Civilization}}'': Workers build land improvements and transportation networks, while settlers are responsible for establishing cities. This distinction was introduced in the main ''Civilization'' sequence in ''Civ III''; in the first two and all their SpinOff games (save one), settlers handled both tasks.
** We say "save one", because the distinction was actually introduced in ''SidMeiersAlphaCentauri'' (transparently a much-modified ''Civ II'' spinoff). ''SMAC'' was actually the first Sid Meier game to split the improvement and city-building functions, with the improvement function taken by the Terraforming module ("Formers") that could be attached to any land or sea chassis (although some chassis are simply uneconomical) and the Colony Pod to build bases.

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* ''{{Civilization}}'': ''VideoGame/{{Civilization}}'': Workers build land improvements and transportation networks, while settlers are responsible for establishing cities. This distinction was introduced in the main ''Civilization'' sequence in ''Civ III''; in the first two and all their SpinOff games (save one), settlers handled both tasks.
tasks.
** We say "save one", because the distinction was actually introduced in ''SidMeiersAlphaCentauri'' (transparently a much-modified ''Civ II'' spinoff). ''SMAC'' was actually the first Sid Meier game to split the improvement and city-building functions, with the improvement function taken by the Terraforming module ("Formers") that could be attached to any land or sea chassis (although some chassis are simply uneconomical) and the Colony Pod to build bases.



* ''{{Dune II}}'' used a Construction Yard, a building that was used to build the other buildings in the base a set radius from the Yard or another building. Resource gathering was handled by a unit called the Harvester. A vehicle called the Mobile Construction Vehicle or MCV could also be constructed, and could then deploy into a new Construction Yard at a new location.

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* ''{{Dune II}}'' used a Construction Yard, a building that was used to build the other buildings in the base a set radius from the Yard or another building. Resource gathering was handled by a unit called the Harvester. A vehicle called the Mobile Construction Vehicle or MCV could also be constructed, and could then deploy into a new Construction Yard at a new location.



** The Commander in [=TA=] and the [=ACU=] in the [=SC=] series are interesting variations, being {{Do Anything Robot}}s. They do the first round of heavy lifting in most missions due to being the sole starting unit.

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** The Commander in [=TA=] and the [=ACU=] in the [=SC=] series are interesting variations, being {{Do Anything Robot}}s. They do the first round of heavy lifting in most missions due to being the sole starting unit.
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* The ''AgeOfEmpires'' series: Villagers act as worker units here, using cycling to gather resources and direct construction.

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* The ''AgeOfEmpires'' ''VideoGame/AgeOfEmpires'' series: Villagers act as worker units here, using cycling to gather resources and direct construction.

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* ''{{Civilization}}'': Workers build land improvements and transportation networks, while settlers are responsible for establishing cities. (This distinction was introduced in ''Civ III''; in the first two and all their SpinOff games, settlers handled both tasks).

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* ''{{Civilization}}'': Workers build land improvements and transportation networks, while settlers are responsible for establishing cities. (This This distinction was introduced in the main ''Civilization'' sequence in ''Civ III''; in the first two and all their SpinOff games, games (save one), settlers handled both tasks).tasks.
** We say "save one", because the distinction was actually introduced in ''SidMeiersAlphaCentauri'' (transparently a much-modified ''Civ II'' spinoff). ''SMAC'' was actually the first Sid Meier game to split the improvement and city-building functions, with the improvement function taken by the Terraforming module ("Formers") that could be attached to any land or sea chassis (although some chassis are simply uneconomical) and the Colony Pod to build bases.
** Additionally, pre-''Civilization III'' games and ''SMAC'' all had a separate resource-collection unit: the Caravan in the main ''Civilization'' sequence and the Supply Crawler in ''SMAC''. These brought resources from outside a city/base's harvest area to a city/base or transferred one city/base's production of a resource to another, without cycling. These were ditched in ''Civ III'', but workers in that game were permitted to construct Colonies (permanent improvements) to harvest strategic resources outside your empire (strategic resources inside your empire were harvested automatically once you had a road through the square). ''IV'' and ''V'' scrap resource-collection units altogether, although ''IV'' makes you construct specific improvements in order to harvest a resource (e.g. a Farm to harvest Corn, a Mine to harvest Iron, a Pasture to harvest Horses...).



* ''SidMeiersAlphaCentauri'' has the Supply Crawler weapon package, which allows a base to gather resources from a square outside its area of influence. There's also a Terraformer package, which is required for building base improvements.
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** SpiritualSuccessor ''SupremeCommander'' simplifies that to three increasingly potent and expensive amphibious Engineers per side. The sequel further simplifies that to one per side, with more structures unlocked by research.

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** SpiritualSuccessor ''SupremeCommander'' ''VideoGame/SupremeCommander'' simplifies that to three increasingly potent and expensive amphibious Engineers per side. The sequel further simplifies that to one per side, with more structures unlocked by research.
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* ''Game/EvilGenius'': Construction workers, while serving as only Cannon Fodder in battles, are the only minions capable of building new rooms, and are the staple of any world domination plan.

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* ''Game/EvilGenius'': ''VideoGame/EvilGenius'': Construction workers, while serving as only Cannon Fodder in battles, are the only minions capable of building new rooms, and are the staple of any world domination plan.



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** The Commander in [=TA=] and the [=ACU=] in the [=SC=] series are interesting variations, being {{Do Anything Robot}}s. They do the first round of heavy lifting in most missions due to being the sole starting unit.
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* The ''{{Warcraft}}'' series: As of ''Warcraft 3'', each faction has a distinctly different worker unit. All four primary workers(the Peon, Peasant, Wisp and Acolyte) can repair structures and mechanical units, harvest gold (by cycling in case of Peons & Peasants, or via magic in case of Wisps & Acolytes). All four can construct structures - directly in case of Peons & Peasants, through summoning in case of Acolytes, and through the 'growing' method in case of Wisps. All except the Acolyte can harvest lumber, while the Undead use their basic combat unit, the Ghoul, to harvest it. In emergencies Peasants can also be turned into emergency Militia to defend the base, while Wisps can explode to drain mana and damage summoned units nearby.

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* The ''{{Warcraft}}'' series: As of ''Warcraft 3'', each faction has a distinctly different worker unit. All four primary workers(the Peon, Peasant, Wisp and Acolyte) can repair structures and mechanical units, harvest gold (by cycling in case of Peons & Peasants, or via magic in case of Wisps & Acolytes). All four can construct structures - directly in case of Peons & Peasants, through summoning in case of Acolytes, and through the 'growing' method in case of Wisps. All except the Acolyte can harvest lumber, while the Undead use their basic combat unit, the Ghoul, to harvest it. In emergencies Peasants can also be turned into emergency Militia to defend the base, while Wisps can explode to drain mana and damage summoned units nearby.nearby and Peons can garrison burrows.
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* ''{{Civilization}}'': Workers build land improvements and transportation networks, while settlers are responsible for establishing cities.

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* ''{{Civilization}}'': Workers build land improvements and transportation networks, while settlers are responsible for establishing cities. (This distinction was introduced in ''Civ III''; in the first two and all their SpinOff games, settlers handled both tasks).
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** In AgeOfMythology Greek and Egyptian workers function essentially the same, though only the Greeks are called villagers. Norse peasants only gather (dwarves are peasants that mine faster) while infantry build, and the Atlantean citizens don't need to cycle while gathering.

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** In AgeOfMythology ''VideoGame/AgeOfMythology'' Greek and Egyptian workers function essentially the same, though only the Greeks are called villagers. Norse peasants only gather (dwarves are peasants that mine faster) while infantry build, and the Atlantean citizens don't need to cycle while gathering.
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* ''SidMeiersAlphaCentauri'' has the Supply Crawler weapon package, which allows a base to gather resources from a square outside its area of influence. There's also a Terraformer package, which is required for building base improvements.
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* The ''{{Warcraft}}'' series: As of ''Warcraft 3'', each faction has a distinctly different worker unit. All four primary workers(the Peon, Peasant, Wisp and Acolyte) can repair structures and mechanical units, harvest gold (by cycling in case of Peons & Peasants, or via magic in case of Wisps & Acolytes). All four can construct structures - directly in case of Peons & Peasants, through summoning in case of Acolytes, and through the 'growing' method in case of Wisps. All except the Acolyte can't harvest lumber, while the Undead use their basic combat unit, the Ghoul, to harvest it. In emergencies Peasants can also be turned into emergency Militia to defend the base, while Wisps can explode to drain mana and damage summoned units nearby.

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* The ''{{Warcraft}}'' series: As of ''Warcraft 3'', each faction has a distinctly different worker unit. All four primary workers(the Peon, Peasant, Wisp and Acolyte) can repair structures and mechanical units, harvest gold (by cycling in case of Peons & Peasants, or via magic in case of Wisps & Acolytes). All four can construct structures - directly in case of Peons & Peasants, through summoning in case of Acolytes, and through the 'growing' method in case of Wisps. All except the Acolyte can't can harvest lumber, while the Undead use their basic combat unit, the Ghoul, to harvest it. In emergencies Peasants can also be turned into emergency Militia to defend the base, while Wisps can explode to drain mana and damage summoned units nearby.



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** SpiritualSuccessor ''SupremeCommander'' simplifies that to three increasingly potent and expensive amphibious Engineers per side. The sequel further simplifies that to one per side, with more structures unlocked by research.

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more detail because <3 detail


* ''DawnofWar'' has the servitor, gretchin, bonesinger, zealot, techpriest, scarab, earth caste drone, slave and the ecclesiarchical servitor, all of which only contruct and repair; resource gathering is handled autonomously by capturing points or building generators. Techpriests may garrison inside of a structure, which is more beneficial than other units doing the same as they activate all of that structure's garrisonable weapons (requiring 2-3 infantry, depending). It's sequel removes workers altogether, with scouts or tech-based heroes filling in for repair duties.

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* ''DawnofWar'' ''DawnOfWar'' has the servitor, gretchin, bonesinger, zealot, techpriest, scarab, earth caste drone, slave and the ecclesiarchical servitor, a different worker unit for every race; all of which them only contruct construct and repair; repair structures, resource gathering is handled autonomously by capturing points or building generators. Techpriests may garrison inside Each one is also slightly different from the others. To wit:
** The Space Marine Servitor has no special abilities whatsoever, but is one
of a structure, which is the faster moving and more beneficial 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 Chaos Heretic can burn its own [[HitPoints HP]] to build faster.
** The Eldar Bonesinger can fight (but isn't at all good at it), repairs vehicles and structures twice as fast and for less
than a third the cost, can be upgraded to temporarily disable enemy structures it can reach, and most importantly, can teleport long distances, for example, to construct a [[PortalNetwork Webway Gate]] behind enemy lines...
** The Ork Gretchin come in large hordes that cost virtually nothing, have abysmal combat prowess, but move and build fast and can be upgraded to be invisible, even when repairing your tanks mid-battle.
** The Imperial Guard Techpriest Enginseer is surprisingly durable and has some combat prowess. They also repair vehicles and structures four times as fast as
other units doing worker units, and can man the same as they activate all of that structure's garrisonable fairly powerful bunker weapons (requiring 2-3 as well as a full squad of infantry, depending). It's sequel removes while costing much less and not taking up unit {{cap}}.
** The Tau Earth Caste Builder ... has nothing special going for it, really.
** The Necron Builder Scarabs are free (but slow to build) and travel in small squads. They are also the only Necron unit able of capturing control points, and their only detector (but also ''the best'' detector ''in the game'').
** The Dark Eldar Tortured Slave is the frailest of all worker units, but does not have to work on a built structure past starting it (but cannot speed up the construction by using multiple ones). They are also one of only two Dark Eldar units that can harvest souls, needed to fuel global abilities.
** The Sisters of Battle Ecclesiarchal Servitor is pretty much a clone of the Space Marine one, but instead of Drop Podding it has the ability to deal considerable damage to enemy structures if unopposed.
** ''DawnOfWar 2'' removed buildings and
workers altogether, with scouts or light infantry and tech-based heroes filling in for repair duties.and construction duties, while some other field structures have been relegated to global abilities.
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* The ''{{Warcraft}}'' series: As of ''Warcraft 3'', each faction has a distinctly different worker unit. All four primary workers(the Peon, Peasant, Wisp and Acolyte) can repair structures and mechanical units, harvest gold (by cycling in case of Peons & Peasants, or via magic in case of Wisps & Acolytes). All four can construct structures - directly in case of Peons & Peasants, through summoning in case of Acolytes, and through the 'growing' method in case of Wisps. All except the Acolyte can harvest lumber, while the Undead use their basic combat unit, the Ghoul, to harvest it. In emergencies Peasants can also be turned into emergency Militia to defend the base, while Wisps can explode to drain mana and damage summoned units nearby.

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* The ''{{Warcraft}}'' series: As of ''Warcraft 3'', each faction has a distinctly different worker unit. All four primary workers(the Peon, Peasant, Wisp and Acolyte) can repair structures and mechanical units, harvest gold (by cycling in case of Peons & Peasants, or via magic in case of Wisps & Acolytes). All four can construct structures - directly in case of Peons & Peasants, through summoning in case of Acolytes, and through the 'growing' method in case of Wisps. All except the Acolyte can can't harvest lumber, while the Undead use their basic combat unit, the Ghoul, to harvest it. In emergencies Peasants can also be turned into emergency Militia to defend the base, while Wisps can explode to drain mana and damage summoned units nearby.
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The worker epitomizes the idea of BoringButPractical, being an essential component of your forces in every game, despite usually not doing much/any fighting. If you lose your workers, and lose the building which makes them, you generally lose the game, unless you already have an absurdly powerful army compared to your opponent (which is unlikely given the ArbitraryHeadcountLimit). As such, due to their relative vulnerability and value, they make good targets for hit-and-run harassment tactics. [[CharmPerson Taking control]] of an enemy worker sometimes allows you to construct the [[EnemyExchangeProgram enemy faction's structures and units]].

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The worker epitomizes the idea of BoringButPractical, being an essential component of your forces in every game, despite usually not doing much/any fighting. If you lose your workers, and lose the building which makes them, you generally lose the game, unless you already have an absurdly powerful army compared to your opponent (which is unlikely given the ArbitraryHeadcountLimit).if an ArbitraryHeadcountLimit is in place). As such, due to their relative vulnerability and value, they make good targets for hit-and-run harassment tactics. [[CharmPerson Taking control]] of an enemy worker sometimes allows you to construct the [[EnemyExchangeProgram enemy faction's structures and units]].
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[[quoteright:239:http://static.tvtropes.org/pmwiki/pub/images/Peon_3575.png]]

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[[quoteright:239:http://static.[[quoteright:239:[[{{Warcraft}} http://static.tvtropes.org/pmwiki/pub/images/Peon_3575.png]]png]]]]
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* ''AdvancedStrategicCommand'': 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, even though it's less efficient. Resource prospectors to tell where to build a mine or oil platform. Almost anything requires a proper WorkerUnit and some spent resources.

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* ''AdvancedStrategicCommand'': 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, even though it's less efficient. factory. Generators to keep your mines and factories running when you don't have enough powerplants plugged in. Bulldozers to construct [[TunnelNetwork pipelines]], bridges or runways for planes. Builder vehicles to create buildings and turret foundations. Resource prospectors to tell know where to build a mine or oil platform.platform. Icebreakers. Almost anything requires a proper WorkerUnit and some spent resources.
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* ''AdvancedStrategicCommand'': Has a lot of these, though differing with unit set. Transports, builders, resource prospectors, generators.

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* ''AdvancedStrategicCommand'': Has a lot of these, though differing with unit set. Transports, builders, resource prospectors, generators.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, even though it's less efficient. Resource prospectors to tell where to build a mine or oil platform. Almost anything requires a proper WorkerUnit and some spent resources.
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* ''Advanced Strategic Command'': Has a lot of these, though differing with unit set.
* ''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.

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* ''Advanced Strategic Command'': ''AdvancedStrategicCommand'': Has a lot of these, though differing with unit set.
set. Transports, builders, resource prospectors, generators.
* ''Globulation'': ''{{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.
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* The ''{{Warcraft}}'' series: As of ''Warcraft 3'', each faction has a distinctly different worker unit. All four primary workers(the Peon, Peasant, Wisp and Acolyte) can repair structures and mechanical units, harvest gold (by cycling in case of Peons & Peasants, or via magic in case of Wisps & Acolytes). All four can construct structures - directly in case of Peons & Peasants, through summoning in case of Acolytes, and through the 'growing' method in case of Wisps. All except the Acolyte can harvest lumber, while the Undead have use their basic combat unit, the Ghoul, to harvest it.
** A mercenary worker unit, the Goblin Shredder, is also available. It harvests lumber using the cycling method, but hauls in much larger loads than the standard workers.

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* The ''{{Warcraft}}'' series: As of ''Warcraft 3'', each faction has a distinctly different worker unit. All four primary workers(the Peon, Peasant, Wisp and Acolyte) can repair structures and mechanical units, harvest gold (by cycling in case of Peons & Peasants, or via magic in case of Wisps & Acolytes). All four can construct structures - directly in case of Peons & Peasants, through summoning in case of Acolytes, and through the 'growing' method in case of Wisps. All except the Acolyte can harvest lumber, while the Undead have use their basic combat unit, the Ghoul, to harvest it.
it. In emergencies Peasants can also be turned into emergency Militia to defend the base, while Wisps can explode to drain mana and damage summoned units nearby.
** A mercenary worker unit, the Goblin Shredder, is also available. It harvests lumber using the cycling method, but hauls in much larger loads than the standard workers. It's also a reasonable fighter, but using it as one is terribly inefficient due to its cost.
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added HerzogZwei

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* ''HerzogZwei'' is the UrExample of this trope. The game introduced the creation and use of worker units to collect resources.
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* In {{Achron}}, CESO (the human faction) has Mechs and Marines as builders and Resource Processors for [[ExactlyWhatItSaysOnTheTin gathering resources]]. According to the developer, the other factions will have drastically different methods of construction.

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* In Mostly averted in {{Achron}}, CESO (the human faction) has Mechs and Marines all units of all three factions are able to fight, some of them are just capable of building as builders and Resource Processors well, usually the infantry. Played straight for resources though, each race collects resources via [[ExactlyWhatItSaysOnTheTin gathering resources]]. According to the developer, the other factions will have drastically different methods of construction.resource processors]] that are completely useless for everything else.
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* Constructing [[ConstructAdditionalPylons Buildings]]: This is either done by making a worker(or multiple workers) construct a building directly, meaning it can't do anything else until the building is finished, or by "summoning" a structure, which allows it to attend to other tasks while the building constructs itself. A third possibility is for the worker to "grow" into a building, with the unit getting consumed in the process.

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* Constructing [[ConstructAdditionalPylons Buildings]]: This is either done by making a worker(or multiple workers) construct a building directly, meaning it can't do anything else until the building is finished, finished (some games give you the option to put multiple workers on one project, allowing it to be completed faster), or by "summoning" a structure, which allows it to attend to other tasks while the building constructs itself. A third possibility is for the worker to "grow" into a building, with the unit getting consumed in the process.
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add example

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* Both sides in ''TotalAnnihilation'' had multiple construction units. There are construction robots, ground vehicles, aircraft, ships and hovercraft. This allows you to use different units to build in different terrains. On top of that, there are advanced versions of construction units that build advanced structures. One significant difference here is that these units do not perform routine resource collection. The construction units build dedicated structures to gather resources. They also have the option to reclaim map objects and wreckage, but this is on a per-object basis.
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* Imps in both DungeonKeeper games can mine out rooms, dig for gold and claim land, which coupled with their utter uselessness in combat makes them a textbook example.
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* ''{{Dune}} II'': The Spice Harvester was the resource collector, and the Construction Yard created buildings.
* The Mobile Construction Vehicle in most ''CommandAndConquer'' games deploys into a Construction Yard, which then builds all other structures. Harvesters are used to gather resources.
** ''Generals'': The [=GLA=]'s construction unit also serves as the resource gatherer, and is the least efficient of all the factions. The American and Chinese armies use bulldozers for construction, and a different unit (the transport helicopter and truck respectively) to gather resources.
** ''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.

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* ''{{Dune}} II'': The Spice Harvester was the resource collector, and the ''{{Dune II}}'' used a Construction Yard, a building that was used to build the other buildings in the base a set radius from the Yard created buildings.
* The
or another building. Resource gathering was handled by a unit called the Harvester. A vehicle called the Mobile Construction Vehicle in most or MCV could also be constructed, and could then deploy into a new Construction Yard at a new location.
** Most
''CommandAndConquer'' games deploys into a Construction Yard, which then builds all other structures. Harvesters are used to gather resources.
**
the same interface, with a few exceptions.
***
''Generals'': The [=GLA=]'s construction unit also serves as the resource gatherer, and is the least efficient of all the factions. The American and Chinese armies use bulldozers for construction, and a different unit (the transport helicopter and truck respectively) to gather resources.
** *** ''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.
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** In AgeOfMythology Greek and Egyptian workers function essentially the same, though only the Greeks are called villagers. Norse peasants only gather (dwarves are peasants that mine faster) while infantry build, and the Atlantean citizens don't need to cycle while gathering.
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Fixed a slightly misleading entry.


* ''{{Warzone 2100}}'': Any unit with the 'Truck' module is a worker, whether it's based on a regular wheeled chassis, a hovercraft chassis, or a heavy tank chassis. They use direct construction and repair structures, but cannot repair units, and are not needed for harvesting resources.

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* ''{{Warzone 2100}}'': Any unit with the 'Truck' 2100}}'' has a 'truck' module is a worker, whether it's based on a regular wheeled that can be fitted to any ground-based chassis, a hovercraft chassis, or a heavy tank chassis. They use direct construction as well as the combat engineer cyborg. Both are used to directly construct and repair structures, but cannot repair units, buildings, and are not needed for harvesting resources.capture oil wells. Repairing units is done by another class of cyborgs/modules.
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Not a particularly notable aversion...


* ''Rome: TotalWar'': Averted. From a city, you can build upgraded roads in the surrounding area, and they have a real effect on unit movement, but there are no worker units to do it. It's all managed by the city governor.

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