Drachsor:
- In a late game, moving workers around is not tedious - if you have a lot of workers, you *inevitably* have railroads everywhere. If you have dozens of workers and no railroads, you're either really weird or a very poor player. With railroads, all you have to do is use goto.
- Workers are so easy to automate especially in C3C, as I explained above, that it is literally easier to automate them to do a massive task than it would be to do the same task with PW. If you don't like manipulating them, you just put a half dozen on "auto-clear pollution", put a few in non-developped areas on "auto-trade", etc. And if you do like manipulating them ... cool.
- Time spent producing them and getting rid of them? Heck, that's a good argument for having workers. The way you get rid of them, to be precise. The ability to switch population from one city to another is one of the many useful tasks a worker accomplishes. (Yes, you could have a "population" unit, but again, why not have a worker in that case?) Any good civ player (well, most if not all commonly accepted civ strategies) will add many workers to new cities from larger older cities -- and why not give this unit more abilities than just adding population?
- For that matter, in a unit based game, why are you complaining about time spent making units? Even if I make 40 workers in my game -- probably the upper limit of what i'll make that aren't specifically intended to be added to a city -- that's a drop in the bucket compared to how many military units i'll generally make. The time it takes to make 40 persistent workers versus hundreds of soon to die knights, horsemen, and cavalry is not significant, and you'd have to counterbalance that with time spent managing your PW budget anyhow.
- If you're going to tell me casual players don't like tedium, i have two words for you : The Sims.
- I disagree that removing workers would significantly shorten the game. Mostly what it would do is require you to hit "Enter" for end of turn a lot more rather than actually *do* anything on your early turns, which is boring. Towards the end, your workers (if you prefer faster) will just be automated anyways, and you can tell the game to not show you automated moves. Admit it - you watch their moves because you are at heart a micromanager.
- More interesting things like culture, war, etc. ? Culture I would love to find more than a few people that like *that* system (civ3 style anyways). It's just not well enough developped to be that fun by itself right now (instead of being a strategic option in a larger game). War? Hmm, try Rise of Nations if you prefer the military side of things without the worker action, or a RTS, or any of a number of military games out there. For that matter, Civ3 has a whole range of scenarios that involve military action and little to no worker manipulation. I don't think casual players buy Civ for the war, or the culture. They buy it because it is a chance to ... build a civilization. That pretty much screams "micromanagers" (or "control freaks" as I like to call us ) to me. Just because you may not enjoy micromanaging, please do not assume that there aren't a whole host of people out there that do. (And yes, I do know quite a few 'casual civ players', and they're all control freaks.)
- I don't assume PW system couldn't be adapted to civ. I argue that it would be *poorly* adapted without adopting unit-like systems, and that if you're going to adopt unit-like systems then why not just have the units.
- The "main lobby" is people who like workers. Calling us reactionaries is just an insult. At least give us the credit for having reasons for believing what we do. I don't doubt that you like a PW system for very good reasons to yourself, and would enjoy a PW system in civ4 more than a worker system -- I just argue that for the game as a whole (and not just you) it would not be better that way.
- And besides, the reactionary argument is not a bad one -- civ4 sales would be hurt if it were too different from the mainline civ experience. People come to a game expecting certain things given their past experiences with the name "civ". A different game with civlike qualities but very different gameplay should just be called something else (like, say CTP ) and marketed as such -- quite possibly a fantastic game in and of itself. But, changing civ4 too much will alienate many casual fans who will not understand why it's so different, and just want to play something that feels like civ.
- to reduce the micro/time investment? Don't assume you know what even your fellow PW compatriots are thinking. More than one of them has argued in favor of PW being more micromanaging than workers (which I disagree with, but what the hey). Less micromanaging means also less *control*, anyways, which is not a good thing in a game like this that is all about the level of control you have. (You can't have it both ways -- arguing PW system is less micromanaging, you can't argue that you could control the same amount; that would entail micromanagement again.)
- And certainly don't tell me you know what the "others" are arguing for. Unless you can find me eight posts claiming to have voted for others, you don't. I could easily suggest that "others" are people who have good ideas for how to change workers in positive ways (more automation, more moves, more options in the later game with different types of workers). In fact there's at least a couple of posts above about the last one there - involving prospecting, those posts - several of those people could have voted "other", and still believed in workers. I personally feel many of the "others" want some sort of combo (PW plus workers), which means they're not really on either side, but I don't know.
- And besides, as of when is this "workers versus not workers"? If you can't support PW on its own versus workers, then perhaps it's not an adequate system. Any time you have many options here, one option alone will often not win out a full majority, yet will win against any one of the other options in a one-on-one.
Finally: the anthill feeling. Max, I like this statement, because it summarizes nicely (in a much shorter post ) why I like workers. Having a system where you just click on squares and say what you want to happen to them just doesn't feel right. That feels ... like a computer game, I guess. Workers (and military units, and everything else) feel like a more total immersion into the world -- admittedly it's not Morrowind , but it's something that I can ... feel. Having to move my worker stack out of the way so they're not captured by the roving barbarian hordes; for that matter capturing enemy workers and making them build me a road to their capital (teamed up with a warrior settler, of course ); building a road, one square at a time, with a lone settler, across a giant desert, to a compatriot's capital, to allow trade. These all just feel right to me - and are what I enjoy about civ. Just clicking on squares ... doesn't feel like fun to me.
- In a late game, moving workers around is not tedious - if you have a lot of workers, you *inevitably* have railroads everywhere. If you have dozens of workers and no railroads, you're either really weird or a very poor player. With railroads, all you have to do is use goto.
- Workers are so easy to automate especially in C3C, as I explained above, that it is literally easier to automate them to do a massive task than it would be to do the same task with PW. If you don't like manipulating them, you just put a half dozen on "auto-clear pollution", put a few in non-developped areas on "auto-trade", etc. And if you do like manipulating them ... cool.
- Time spent producing them and getting rid of them? Heck, that's a good argument for having workers. The way you get rid of them, to be precise. The ability to switch population from one city to another is one of the many useful tasks a worker accomplishes. (Yes, you could have a "population" unit, but again, why not have a worker in that case?) Any good civ player (well, most if not all commonly accepted civ strategies) will add many workers to new cities from larger older cities -- and why not give this unit more abilities than just adding population?
- For that matter, in a unit based game, why are you complaining about time spent making units? Even if I make 40 workers in my game -- probably the upper limit of what i'll make that aren't specifically intended to be added to a city -- that's a drop in the bucket compared to how many military units i'll generally make. The time it takes to make 40 persistent workers versus hundreds of soon to die knights, horsemen, and cavalry is not significant, and you'd have to counterbalance that with time spent managing your PW budget anyhow.
- If you're going to tell me casual players don't like tedium, i have two words for you : The Sims.
- I disagree that removing workers would significantly shorten the game. Mostly what it would do is require you to hit "Enter" for end of turn a lot more rather than actually *do* anything on your early turns, which is boring. Towards the end, your workers (if you prefer faster) will just be automated anyways, and you can tell the game to not show you automated moves. Admit it - you watch their moves because you are at heart a micromanager.
- More interesting things like culture, war, etc. ? Culture I would love to find more than a few people that like *that* system (civ3 style anyways). It's just not well enough developped to be that fun by itself right now (instead of being a strategic option in a larger game). War? Hmm, try Rise of Nations if you prefer the military side of things without the worker action, or a RTS, or any of a number of military games out there. For that matter, Civ3 has a whole range of scenarios that involve military action and little to no worker manipulation. I don't think casual players buy Civ for the war, or the culture. They buy it because it is a chance to ... build a civilization. That pretty much screams "micromanagers" (or "control freaks" as I like to call us ) to me. Just because you may not enjoy micromanaging, please do not assume that there aren't a whole host of people out there that do. (And yes, I do know quite a few 'casual civ players', and they're all control freaks.)
- I don't assume PW system couldn't be adapted to civ. I argue that it would be *poorly* adapted without adopting unit-like systems, and that if you're going to adopt unit-like systems then why not just have the units.
- The "main lobby" is people who like workers. Calling us reactionaries is just an insult. At least give us the credit for having reasons for believing what we do. I don't doubt that you like a PW system for very good reasons to yourself, and would enjoy a PW system in civ4 more than a worker system -- I just argue that for the game as a whole (and not just you) it would not be better that way.
- And besides, the reactionary argument is not a bad one -- civ4 sales would be hurt if it were too different from the mainline civ experience. People come to a game expecting certain things given their past experiences with the name "civ". A different game with civlike qualities but very different gameplay should just be called something else (like, say CTP ) and marketed as such -- quite possibly a fantastic game in and of itself. But, changing civ4 too much will alienate many casual fans who will not understand why it's so different, and just want to play something that feels like civ.
- to reduce the micro/time investment? Don't assume you know what even your fellow PW compatriots are thinking. More than one of them has argued in favor of PW being more micromanaging than workers (which I disagree with, but what the hey). Less micromanaging means also less *control*, anyways, which is not a good thing in a game like this that is all about the level of control you have. (You can't have it both ways -- arguing PW system is less micromanaging, you can't argue that you could control the same amount; that would entail micromanagement again.)
- And certainly don't tell me you know what the "others" are arguing for. Unless you can find me eight posts claiming to have voted for others, you don't. I could easily suggest that "others" are people who have good ideas for how to change workers in positive ways (more automation, more moves, more options in the later game with different types of workers). In fact there's at least a couple of posts above about the last one there - involving prospecting, those posts - several of those people could have voted "other", and still believed in workers. I personally feel many of the "others" want some sort of combo (PW plus workers), which means they're not really on either side, but I don't know.
- And besides, as of when is this "workers versus not workers"? If you can't support PW on its own versus workers, then perhaps it's not an adequate system. Any time you have many options here, one option alone will often not win out a full majority, yet will win against any one of the other options in a one-on-one.
Finally: the anthill feeling. Max, I like this statement, because it summarizes nicely (in a much shorter post ) why I like workers. Having a system where you just click on squares and say what you want to happen to them just doesn't feel right. That feels ... like a computer game, I guess. Workers (and military units, and everything else) feel like a more total immersion into the world -- admittedly it's not Morrowind , but it's something that I can ... feel. Having to move my worker stack out of the way so they're not captured by the roving barbarian hordes; for that matter capturing enemy workers and making them build me a road to their capital (teamed up with a warrior settler, of course ); building a road, one square at a time, with a lone settler, across a giant desert, to a compatriot's capital, to allow trade. These all just feel right to me - and are what I enjoy about civ. Just clicking on squares ... doesn't feel like fun to me.
Comment