Hi all! Found something to say, so I'm de-lurking! 
The new patch made it reasonably ok to automate workers, since now you can stop them from indiscriminately chopping down all your forests, but I STILL find myself micromanaging workers mostly because they tend to build too many farms and too few cottages for my taste. That's why I only turn them to automation late in the game, when most of the city squares have been built on already. I guess I'm a control freak then... But I don't particularly enjoy worker micromanaging. Especially with larger empires it tends to get tedious.
Thinking about this problem I had an
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This is probably a too big change for a patch (though I hope not!), but I'd like to see it at least in future versions of the series:
Pre-planning improvements! It would be great if I could, from the city screen, go into some sort of a city planning mode, where I could pre-select an improvement for each tile, and my workers would then follow that plan (If the player has set a plan of course).
The idea would be that in this planning, you could even set down improvements that you don't have the technologies for yet, and your workers would implement that plan whenever the necessary technology came available. In the meanwhile, they could build whatever else they like on that square - for example, if I plan a windmill on a hill, before the necessary tech for windmills becomes available, a worker would be allowed to build a mine there. Then when the tech became available, a worker would replace the mine with the pre-planned windmill.
This kind of a thing would be great for all us lazy perfectionists, because you would need to do all your micro managing only once for each city, and then know that your automated workers will do EXCATLY what you want them to do with your city tiles for the rest of the game.
Oh, and one more smaller addition that I would hope to see in a patch - an option to allow your workers to replace an old improvement if a new resource appears on the square. For example, if aluminum pops up on a hill where I have a windmill, then of course I want a worker to replace that windmill with a mine.

The new patch made it reasonably ok to automate workers, since now you can stop them from indiscriminately chopping down all your forests, but I STILL find myself micromanaging workers mostly because they tend to build too many farms and too few cottages for my taste. That's why I only turn them to automation late in the game, when most of the city squares have been built on already. I guess I'm a control freak then... But I don't particularly enjoy worker micromanaging. Especially with larger empires it tends to get tedious.
Thinking about this problem I had an

This is probably a too big change for a patch (though I hope not!), but I'd like to see it at least in future versions of the series:
Pre-planning improvements! It would be great if I could, from the city screen, go into some sort of a city planning mode, where I could pre-select an improvement for each tile, and my workers would then follow that plan (If the player has set a plan of course).
The idea would be that in this planning, you could even set down improvements that you don't have the technologies for yet, and your workers would implement that plan whenever the necessary technology came available. In the meanwhile, they could build whatever else they like on that square - for example, if I plan a windmill on a hill, before the necessary tech for windmills becomes available, a worker would be allowed to build a mine there. Then when the tech became available, a worker would replace the mine with the pre-planned windmill.
This kind of a thing would be great for all us lazy perfectionists, because you would need to do all your micro managing only once for each city, and then know that your automated workers will do EXCATLY what you want them to do with your city tiles for the rest of the game.
Oh, and one more smaller addition that I would hope to see in a patch - an option to allow your workers to replace an old improvement if a new resource appears on the square. For example, if aluminum pops up on a hill where I have a windmill, then of course I want a worker to replace that windmill with a mine.
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