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Automate workers or not?

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  • #16
    Idea for future patch, expansion pack, or SDK tweak:

    Automated workers check the city governor setting, and emphasize food/hammers/commerce as appropriate within that city's radius.

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    • #17
      Brilliant idea.
      "When I get a little money I buy books; and if any is left I buy food and clothes." -Desiderius Erasmus

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      • #18
        Forgive me,but what for automate workers?
        I bought the game to play it.
        Best regards,

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        • #19
          Automated workers check the city governor setting, and emphasize food/hammers/commerce as appropriate within that city's radius.
          This wouldn't quite work because you sometimes want to reallocate workers for a specific purpose, say to complete a unit in a real hurry, or to shave a turn off the next tech.

          It would need to be a seperate setting, prehaps along the top of the city screen. Call it City Role, intended to be permament once set, but the player can change it if they want to and workers will rip up and replace old improvements.

          The minimum set of City Roles (for effective terraforming) would be:
          Balanced (anything), Hammers (farms/mines), Commerce (cottages/windmills), Specialists (farms).

          Refining those categories (for intelligent National Wonder allocation by production govoner) would result in:
          [Balanced], [Wonders, Military], [Science, Cash, Culture], [Specialists].

          I think adding such an automation layer would be very smart because then the AI could also work on top of that layer to give more coherence to their meta-strategy. Of course it would never quite reach the sophistication of a humans strategy, but would at least make the automation less completely blind to meta-strategy.

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          • #20
            Well you should be able to design your own workers pull up a list of changes that workers can make and check off the ones you want this worker to do.

            Example:

            This worker will put cottages on all grass spaces:

            This worker will only use hills for mining:

            This worker will irrigate plains:
            (and plan out how to get that irrigation to them if they dont have fresh water later on)

            Pick as many traits for one worker type as you would like. Then after you check off the features you want, you name them and have the ability to call up the type you made in any game you play after they are built.

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            • #21
              Sounds cool, and it could be integrated with the sugestions.

              Originally posted by DaveV
              Idea for future patch, expansion pack, or SDK tweak:

              Automated workers check the city governor setting, and emphasize food/hammers/commerce as appropriate within that city's radius.
              1st C3DG Term 7 Science Advisor 1st C3DG Term 8 Domestic Minister
              Templar Science Minister
              AI: I sure wish Jon would hurry up and complete his turn, he's been at it for over 1,200,000 milliseconds now.

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              • #22
                I'd like it if you could select a tile and que up some improvements and then turn the worker on and he'll do the improvements you've que'd.

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                • #23
                  Automated workers should shake their fists and yell 'get orf my land' at passing units. They should also set dogs on any settlers or other disreputable transients.
                  www.neo-geo.com

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                  • #24
                    Originally posted by johnmcd
                    Automated workers should shake their fists and yell 'get orf my land' at passing units. They should also set dogs on any settlers or other disreputable transients.
                    LOL! )
                    Dom 8-)

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