Are their any Civ style games that use a system similar to Call to Power's Public Works system instead of having to micromanage settlers and engineers.
I want the strategy without the tedium.
Are their any Civ style games that use a system similar to Call to Power's Public Works system instead of having to micromanage settlers and engineers.
I want the strategy without the tedium.
Did anyone have Ryan Dunn From Jackass FAME? He died in a fiery car crash speeding after being in a bar. And to think, everyone thought he would die doing something stupid-rah
Now that you mention it, I have no idea why didn't they use it in Civ4. Does anyone invent any reasons why not to use a public works system with PW points based on manpower and gold?
Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
CtP2 AE Wiki & Modding Reference
One way to compile the CtP2 Source Code.
If you want a simplified game Civ:Revolutions on the consoles might serve.
Also, Civ4 has very little micro and an overall system way better than CTP.
As does PW, without the extra micro of moving a unit every time.
An exaggeration perhaps, but as the game goes on, they just become more and more of a burden on the player to manage. That is not good design. It should get easier as other elements of the game get more time-consuming.Claiming it only matters for the first 25 turns is complete bollocks though![]()
Overall system? Please, be more vague.Also, Civ4 has very little micro and an overall system way better than CTP.![]()
Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
CtP2 AE Wiki & Modding Reference
One way to compile the CtP2 Source Code.
When I asked about Civ Type games I wasn't just referring to civ 3 or civ 4.
It could be any turn based strategy game.
I really can't stand moving all of those settlers and engineers. Deciding what to build and where to build it is strategy. Moving workers is just fiddly busy work.
Am I the King/President or some local deskjockey? Even a Mayor isn't wasting time deciding where Joe worker should be today.
Last edited by TLF; April 15, 2009 at 19:50.
Just automate the workers (IIRC there's a game setting to have them start automated) if you don't want to micro terrain improvement, and don't think doing so is helpful. Problem solved.
"tout comprendre, c'est tout pardonner"
'Public works' was one of CTP's wins over Civ. But CivIV, especialy with the expansions, is very CTPified - a bunch of people involved with CTP over the years got involved with CivIV.
Ok no PW, but as Aeson said, you have ways around just about anything. CivIV is very custom setting friendly.
I was trying to think of some other game examples, came up with the Imperialism(1+2) games; but they do have 'worker' units just much fewer than in a typical game of Civ i found.
Spartan by Slitherine isn't as complicated a game as Civ, but it is a tbs and you build stuff but it doesn't use a worker system(you just build city improvements).
But for a Civ type game without workers, the CTP games may be the only thing that hits it close.
Last edited by El_Cid; April 16, 2009 at 06:54.
Actually, TLF made a point here, that i totally agree with. Moving the workers around is annoying, if you just have enough of them. When i hit like 10 of them, they go automated - suboptimal and, of course, not really part of the game for me anymore (since i dont decide much about them from this point on). And then you have the idle worker at late middle ages/renaissance... For Civ5, i´d like to see a CTP-approach on workers (not settlers though).
Automating them isn't the same.
I still would like to decide what needs to be built where, but not have to move each worker and possibly have to drag a worker in from another city if none is available.
To me, moving the workers is just busy work.
A leader just need to say build more of this or that in this or that city.
The PW system comes closest to that. I just do things as the money becomes available.
How about Rome:Total War?
How much city management is involved there?
If I am going to micromanage something I would rather it be the battles.
And if I don't want to then the computer will play out the battles ans decide then in a manner similar to Civ and CtP2.
I'm having trouble locating info about the turn based strategy part of that game.
You should have enough workers that it's not really micromanagement, it's just a couple extra clicks.
The other advantage to having workers is that they can be stolen, which introduces more strategy.
People that think Civ4 worker/economy management is too micro intensive should just play a different genre imo.![]()
The battles are very much 'micro manage', if you want to do well in them(you can auto-resolve them also).
The tbs section is very simple compared to Civ type games, you dont build cities for example, they are on the map and you fight for control of them. Good series in general though and if you havent tried any of the Total War games, then Rome is a good place to start(best with mods mind you).
Personaly i like the first Medieval game the best(it was the one released before Rome TW), with some good mods. The TBS section is more boardgame like than in Rome, and i like that; and it has a large slice of interesting history to take part in. If you go for Rome, look for the Gold edition which has all the expansions etc(actually the gold editions on any of the TW series are good to look for).
I know, I was responding to the idea that the tedium makes it not worth doing. At the point where the benefit of micro is less than the benefit of automating, automate. (To be clear, I don't think that point ever really comes from an in-game analysis. Only player discomfort can make it so.)
In cases where it is, you have too many workers, and could have better invested that food and production into other projects. When you have the optimal number of workers (or less) each move is important.To me, moving the workers is just busy work.
Everyone will have an opinion about what level of involvement is "best". But remember that Civ is a unit/tile based game, moving units from tile to tile and performing actions with those units really is the core of the gameplay. Removing the units changes the game. (Imagine someone taking your concept of removing units to military units. "A leader just need to say invade X or defend Y...[then your military budget and tech level is compared to X's and the war is autoresolved based on the ratios and maybe some dice rolls]")A leader just need to say build more of this or that in this or that city.
The PW system comes closest to that. I just do things as the money becomes available.
"tout comprendre, c'est tout pardonner"
And CTP isn't?Everyone will have an opinion about what level of involvement is "best". But remember that Civ is a unit/tile based game, moving units from tile to tile and performing actions with those units really is the core of the gameplay.
Imagine someone taking your concept of removing units to spy units. "A leader just need to say perform operation X at location Y...[then your espionage budget is compared to X's and the operation succeeds based on the ratios and maybe some dice rolls]"...oh, wait.
But i suppose that is a good idea because Civ4 does that![]()
<Kassiopeia> you don't keep the virgins in your lair at a sodomising distance from your beasts or male prisoners. If you devirginised them yourself, though, that's another story. If they devirginised each other, then, I hope you had that webcam running.
Play Bumps! No, wait, play Slings!
You've not tried Freeciv? Quoting from its on-screen help:
The Citizen Governor (formerly called the CMA) helps you manage your cities. It deploys the available workers on the free tiles around the city to achieve maximal city output. It also changes workers to scientists, taxmen, or entertainers, if appropriate. And the governor has another ability: whenever possible, it keeps your cities content.
[Mr] Robin F Patterson
This space is empty... or is it?
Bookmarks