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Prince
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Nov 2005 time: 16:07
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Anyone else find them bothersome ? Every game, after a certain time has passed, i am getting annoyed by them. Either because all the important improvements have been made and i find it hard to choose between DoesntReallyMatterA and DoesntReallyMatterB, C,...Z, or because there are just too many of them asking me for orders each turn. Then i sigh and hit the automate button, fully knowing that this is not optimal.
I liked it in Call to Power, where you could, IIRC, set a percentage of your hammer production to go towards a tile-improvement account, so to say. Whenever i had a certain number on that account, i´d go through my empire and buy tile-improvements. Very easy. It also indirectly gives an additional boost to your prouction once your empire is fully improved, since then you can set this ´hammer-tax´ to zero. Only downside i can think of is, that you cannot capture workers anymore this way. But: So what ?
BTW, chopping should cost just as much as it gets you, so with only one city, it wouldnt make much sense, while with more cities it would be, quite like the caravans in Civ1, a hammer-transfer, just from all cities to one.
Another version would be, to have the percentage of your hammers going to improvements set seperately in all the cities and have an account for each city. Then choping would merely be a matter of timing (like: you wait for a certain tech to come around in order to build something in this city - so you´d set the ´hammer-tax´ for this city high and chop with the accumulated hammers after the tech is researched and the building becomes avaiable). Problem would be, besides a lot of micromanagement, the areas between cities (outside the BFCs) - which city pays for improving those ?
Last edited by Unimatrix11 on 20-07-2008 at 16:45
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I tend to group them after a certain point. That way instead of having to order 4 workers, I just order them once. That way I can still determine what improvements I get but also I minimize the # of orders I have to give.
(It's a little suboptimal because you lose the occasional fraction of worker turns, but that's okay.)
Later on, I tend to put them on build network, with "keep existing improvements" flagged in Options.
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Chieftain
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Jul 2008 time: 16:07
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IMO there should be an emphasize button on the workers for commerce, food and hammers. If you emphasize food on an automated worker, it'll build farms and not cottages or workshops. If you emphasize commerce it'll build cottages. It should still put appropriate improvements on resources.
I think this would work especially well if you use the 'automate for nearest city' button or whatever it's called.
But I love chopping trees, I wouldn't like a restriction on that, it makes the game more fun for me.
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Technical Assistant
Of the Peanuts Gallery
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Apr 2004 time: 10:07
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Automated workers will do whatever they can until they cannot do anything else, then they go to various cities and sentry.
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Chieftain
The Netherlands
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Apr 2008 time: 17:07
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As Jaybe, when I don't know anything to improve, I stack them up in some desert tile until they are needed again. Like in the case the enemy pillaged or when windmills become available.
Sometimes I just delete them though or give them to a friendly nation.
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Deity
of Spam
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Dec 2003 time: 16:07
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The worst thing is when you are going for a domination win and you have 60 workers to move around every turn, and you are capturing a couple every turn as well. Then you can never escape the bastards.
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Co-Owner/ Administrator (Reasonable One)
Lord of the Ferrets
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Nov 1999 time: 10:07
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I wish there was an automate for repairing damage from sabotage or pillaging. Granted if they're on automated network they'll automatically repair some of it but not those that aren't associated with resources.
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Immortal Factotum
Corner of 4-1-1 and Reality Road
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Jul 2000 time: 11:07
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umm, dont remrebtrre, how many can join ciyt, or any?
i shudl nkow
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Co-Owner/ Administrator (Reasonable One)
Lord of the Ferrets
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Nov 1999 time: 10:07
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That was CIV II where settlers/worker could join cities to add to the pop up till size 8. No similar feature in IV.
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Blaupanzer

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King
Fairfax, VA
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Oct 2000 time: 11:07
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Instant worker response to sabotage would be useful. By mid-game, I often can't even find out which tiles got hit without a detailled search. My cities pop up asking for build orders, especially recently captured ones, and block my jumping to the tile (or tiles) before the little spy markers disappear. With 20 or more cities, thats a lot of mines, farms, plantations to jump to, especially when the spies don't hit a special resource tile. 
In the mid and late game I do combine my workers in sets of two or three to simplify management. From industrialism forward the use of "workers" is an anachronism. Each city would have a budget based on building, repairing, etc. That would determine what got done. Note: in our system, nothing ever wears out, needs maintainance. We PAY maintainance, but this is based on distance and number of cities (seemingly a kind of corruption, to bring up an unmissed concept). This cost is not based on what is in each city or how long that stuff has been around. Not sure hassling with adjusting each AI mayor to deal with road and irrigation system maintainance would be any less frustrating than chasing 20-plus workers through their paces.
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Immortal Factotum
Corner of 4-1-1 and Reality Road
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Jul 2000 time: 11:07
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quote: Originally posted by DaveV
If you open the list of events (Ctrl-Tab), and click on an entry, it will recenter the map to the square where that event occurred. I use this all the time. |
Thanks!
this will hlpe a lot!
grmps
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Co-Owner/ Administrator (Reasonable One)
Lord of the Ferrets
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Nov 1999 time: 10:07
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Actually you can also disable popups and your citiy maint. screens won't pop till the end of the turn. This is critical in MP but it's also helpful in SP because it's easier to pay attention to event messages when city screens aren't popping at the same time.
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Immortal Factotum
Corner of 4-1-1 and Reality Road
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Jul 2000 time: 11:07
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quote: Originally posted by rah
Actually you can also disable popups and your citiy maint. screens won't pop till the end of the turn. This is critical in MP but it's also helpful in SP because it's easier to pay attention to event messages when city screens aren't popping at the same time. |
rah,
excuse for ,missing this, could you share how to?
By "popups" do you mean like when a city's build quere is empty?
thanks, trying to learn here!
grampsa
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Technical Assistant
Of the Peanuts Gallery
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Apr 2004 time: 10:07
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Yeah, basically any of that stuff that pops up at the start of the turn ... builds, new techs, civic changes ... if you select in the game options "Minimize Popups", they don't show up until the end of the turn. Instead you get little icons that show up in the right hand corner of the screen, so you can selectively go through them; and if you act on them before the pop-up comes up, it automatically goes away instead of showing (well, it shows for a microsecond and then goes away).
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