Workers

==In game==
Worker — Vital statistics	Worker — Vital statistics	Worker — Vital statistics	Worker — Vital statistics	Worker — Vital statistics	Worker — Vital statistics	Worker — Vital statistics	Worker — Vital statistics	Worker — Vital statistics
 	
The only unit which can create buildings and gather resources, which in turn create more units.
*Strong versus nothing.
*Weak versus EVERYTHING.	
The only unit which can create buildings and gather resources, which in turn create more units.
*Strong versus nothing.
*Weak versus EVERYTHING.	
The only unit which can create buildings and gather resources, which in turn create more units.
*Strong versus nothing.
*Weak versus EVERYTHING.	
The only unit which can create buildings and gather resources, which in turn create more units.
*Strong versus nothing.
*Weak versus EVERYTHING.	
The only unit which can create buildings and gather resources, which in turn create more units.
*Strong versus nothing.
*Weak versus EVERYTHING.	
The only unit which can create buildings and gather resources, which in turn create more units.
*Strong versus nothing.
*Weak versus EVERYTHING.	
The only unit which can create buildings and gather resources, which in turn create more units.
*Strong versus nothing.
*Weak versus EVERYTHING.	
The only unit which can create buildings and gather resources, which in turn create more units.
*Strong versus nothing.
*Weak versus EVERYTHING.
Prereq: 	Build time 	HP 	LOS 	Attack 	Attack speed 	Movementspeed 	 	
:None 	10s(150t) 	210 	8 	36 	3.3s(50t) 	44 	 	
Cost 	Cost 	Cost 	Created from 	Armour 	Weapon range 	Specialty 	 	
Base 	Ramp 	Pop 	Created from 	Armour 	Weapon range 	Specialty 	 	
: 20 	
: 1 	1 	 	5 	2–10 	
*Builds or repair structures.
*Collects resources from economic buildings.	 	
=== Overall strategy===
The ubiquitous peon unit armed with a handy hammerspace from which a plethora of tools can be extracted for the tasks of construction, repair, and resource acquisition. Guard your Workers well, for having a healthy population dragging in resources can spell the difference between victory and defeat. Should the mass of your Workers be massacred late in the game, then defeat is sure to follow. Either you will not have sufficient resources to defend your nation, or your enemy will out-boom you, obtaining either a Territory or a Wonder victory in no time.
On the other hand, should you have too many Workers, or a desperate need for units to defend your homes, then consider researching the Armed Mob upgrade from any one of your Tower-type buildings. This will increase the offensive power of your Workers, making them far more useful even if only as a meat shield. You can then use these Armed Mobs to either draw fire from your enemy's units, or otherwise send them in to finish off a weakened foe.
===Unit summary===
====Notes====
A worker can have as many as 3 distinct apperances:
*Pre-Imperial (AGE0).
*[3]-[4] (AGE3 )and
*[5] (AGE5)
Worker 1:
*0: Default Western one in coats. This one converts over to Age of Darkness' workers.
*1: Primitive blacks.
*2: Primitive American, used by Thais, Malays, Bamar
*3: Asians, used by China, Japan, Korea, Vietnam....for now.
*4: Not used
*5: Muslim, Persia - Turkish/East European - doesn't change.
Worker 2:
*0: Turkish/East European. Probably Slavic worker/serf (Turkey, Austria, Russia, Spain, Italy, Portugal, Peru, Mexico) - doesn't change.
*1: Arab - lower level, Rise of Kings Moorish
*4: Not used
*5: Indian. Similar to Arab in [3] but uses High Arab units from Rise of Kings.
Consult Age of Darkness for further information on workers before proceeding. The consensus however is that workers at [5] need to resemble those at the base level of Age of Darkness.
Malaysian, Indonesian players should be roped in to decide if Malays need a unique villager or not.