Patch is great overall but having workers leave forests while still able to level cottages makes the automate workers option still useless. Weak. That's my only gripe. Thank you.
Announcement
Collapse
No announcement yet.
Patch: Leave forests but not cottages??
Collapse
X
-
There is another option for workers to leave existing improvements. I've never spotted an automated worker tearing down an existing improvement with this on. In fact they will even leave city ruins as it sees it as an improvement. So I've had to manually build on those squares. 1.52 makes automated workers more usefull as I don't have to babysit them until lumbermills can be built.
-
I am very pleased with the no chop setting too. It is something that many of us have asking for since release, and it looks like Firaxians really do pay attention to us. In fact a lot of the changes in the patch are items that we have been specifically asking for. Soren posting under the patch thread is cool too. Many kudos for Firaxians for actually listening to their audience.
...Insert buttkissing emoticon with santa hat here...
When I get home tonight, I will test to see if the no chop and no replace improvements settings work together as advertised. If they do, then I will be more than happy to automate workers in most of my games after the first few cities are up and running."Cunnilingus and Psychiatry have brought us to this..."
Tony Soprano
Comment
-
Early in the game I'll even build cottages on resources that require calander (or monarchy for wine) as the ammount of gold those squares produce (espcecially being financial) is a very good way to start the game. The automated workers I had going later in the game left them as is and didn't plop plantations down on my fully grown towns. I usually leave the towns but make sure I have at least one of the resources for my own civ.
I usually still don't automate until railroad as I don't want to have to mess with doing that manually. Early in the game it is best not to automate IMO so you can be sure to build the improvements you need the most.
Comment
-
Originally posted by Silver14
Early in the game I'll even build cottages on resources that require calander (or monarchy for wine) as the ammount of gold those squares produce (espcecially being financial) is a very good way to start the game.
The better if those specials are in forested terrain. You have to chop those anyway so can use them for the early production rush before calender comes around.
Comment
-
-
Ah ok. Let me be more clear. I would like the new "leave forest" option for cottages as well ("leave cottages"). That way I could automate my workers to change things like farms
and mines to windwills/waterwills/woodmills, etc.. as the techs come along without letting them tear down fully grown towns for something.
Comment
-
Originally posted by Silver14
-6: "We are upset that you have fallen under the sway of a heathen religion."
+1: "We appreciate the years you have supplied us with funny although at times useless posts."
Comment
-
Originally posted by mgdpublic
Ah ok. Let me be more clear. I would like the new "leave forest" option for cottages as well ("leave cottages"). That way I could automate my workers to change things like farms
and mines to windwills/waterwills/woodmills, etc.. as the techs come along without letting them tear down fully grown towns for something.
....just check the option ... and manually control a few workers to build WHAT YOU WANT, then you don't have to worry about anything, worker-wise...Populus vult decipi, ergo decipiatur
Comment
-
Originally posted by Silver14
Early in the game it is best not to automate IMO so you can be sure to build the improvements you need the most.
Comment
Comment