Hi,
Long time reader, rare poster.
One of the things that I think is missing from civ4 is a more
programmable auto management system for units, towns and workers.
I was hoping to see the ability to create logic for my different units/cities/workers so that I could send them off on auto management without having to pull my hair out when they do something stupid or contrary to my strategical goal.
I find the micro managment of units and cities really distracts from the broader strategical possibilities provided by this awesome game. Your a leader of a civilisation, not the manager of individual workers.
Lets take workers and terrain tile improvements as an example.
Everyone has has a different strategy for how they like to improve their terrain. That strategy varies depending on their goals for that game, the circumstances that arise during that game, and what the nearest city is trying to achieve.
Instead of giving just the simple order of "Go and improve terrain" I should be able to layout simple AI scripts for my workers, such as.
If Terrain = hill + plains Do Windmill
You could increase the complexity as far as you want
If Terrain = Hill + plains
And city food surplace is > 3
Else
Build windmill
Now I'm no programmer, this stuff isn't beyond the understanding of most gamers.
Thoughts?
Long time reader, rare poster.
One of the things that I think is missing from civ4 is a more
programmable auto management system for units, towns and workers.
I was hoping to see the ability to create logic for my different units/cities/workers so that I could send them off on auto management without having to pull my hair out when they do something stupid or contrary to my strategical goal.
I find the micro managment of units and cities really distracts from the broader strategical possibilities provided by this awesome game. Your a leader of a civilisation, not the manager of individual workers.
Lets take workers and terrain tile improvements as an example.
Everyone has has a different strategy for how they like to improve their terrain. That strategy varies depending on their goals for that game, the circumstances that arise during that game, and what the nearest city is trying to achieve.
Instead of giving just the simple order of "Go and improve terrain" I should be able to layout simple AI scripts for my workers, such as.
If Terrain = hill + plains Do Windmill
You could increase the complexity as far as you want
If Terrain = Hill + plains
And city food surplace is > 3
Else
Build windmill
Now I'm no programmer, this stuff isn't beyond the understanding of most gamers.
Thoughts?
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