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
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