So far, the only strong argument against PW is it stops you from developing land outside your borders. The obvious solution to this is to have the ability to build in any tile where you have a unit present.
Someone said that automated workers would require fewer clicks than a PW system where you click everywhere you want an improvement. A PW system where you can drag and paint (the way you'd place zoned areas in simcity) would require even fewer clicks than automated workers. So that too is a non-argument.
Any points I missed?
Someone said that automated workers would require fewer clicks than a PW system where you click everywhere you want an improvement. A PW system where you can drag and paint (the way you'd place zoned areas in simcity) would require even fewer clicks than automated workers. So that too is a non-argument.
Any points I missed?


), that "rushing improvements in PW would be hard to do" (summarized) ... that's one major vote for workers, in my book. I can't speak for everyone, but I doubt that many people take your extreme view that rushing *at all* is a bad thing; dogpiling perhaps, but that can be fixed just like science was in civ3 (with a min. turn count per improvement). Simply put, workers are an easier interface to work with when you consider that the player should have some degree of control as to the focus on which improvements are more important (and thus need to be finished first). This just isn't as easy in PW, no matter how I think about it. Workers mean you have the essential units of work (the currency, so to speak) at your direct control, and can apply that (reusable) currency in any fashion you deem fit ... instead of having to go with whatever turn length is set for that improvement, and not being able to focus on more important improvements over less important ones.
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