Cybershy.
Less of the newbie stuff please- their points are as valid as anyone else's.
For the record, I brought Civilization when it first came out on the Atari, and I still have my orginal PC game, but probably make less interesting posts than most newbies.
I do agree with you however on the value of a physical worker on the board- the fact they can be both killed or captured leaves me with no end of logistical nightmares early in the game with barbarians afoot- defend the city or the workers "just in case", is a common dilema I face, but it's fun.
All;
Automating workers in Civ 2 and 3 is a waste of time for me- they never do what you wish they would. I only ever use the Shift-P for them, and boy is it needed in Civ 3.
I think GePap has a good point- why not allow us to still build a worker unit and have a public works system?; building roads outside your territory will always need workers.
What I really miss is the "select all" feature in Civ 2 so that you could move 12 units in a single turn- that was really useful and I was shocked to see it gone in Civ 3.
I only play on huge maps and moving 150 workers to the border after a nation has declared war on you simply isn't fun, combine that with 80-odd military units heading the same way it gets mightily boring.
I think the solution GePap offers is an excellent one: both is good, and at the end of a turn you can reduce or increase public work spending, but you'll still have the workers you built regardless.
Toby
Less of the newbie stuff please- their points are as valid as anyone else's.
For the record, I brought Civilization when it first came out on the Atari, and I still have my orginal PC game, but probably make less interesting posts than most newbies.
I do agree with you however on the value of a physical worker on the board- the fact they can be both killed or captured leaves me with no end of logistical nightmares early in the game with barbarians afoot- defend the city or the workers "just in case", is a common dilema I face, but it's fun.
All;
Automating workers in Civ 2 and 3 is a waste of time for me- they never do what you wish they would. I only ever use the Shift-P for them, and boy is it needed in Civ 3.
I think GePap has a good point- why not allow us to still build a worker unit and have a public works system?; building roads outside your territory will always need workers.
What I really miss is the "select all" feature in Civ 2 so that you could move 12 units in a single turn- that was really useful and I was shocked to see it gone in Civ 3.
I only play on huge maps and moving 150 workers to the border after a nation has declared war on you simply isn't fun, combine that with 80-odd military units heading the same way it gets mightily boring.
I think the solution GePap offers is an excellent one: both is good, and at the end of a turn you can reduce or increase public work spending, but you'll still have the workers you built regardless.
Toby
Forgive me for rolling my eyes at that...
But different strokes for different folks.
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