I've looked all over many a site to find this.... but no avail
Is there a way to automate workers, but PREVENT them from destroying improvements (i.e, change a mine into irrigation).
I prefer building - and generally employ many, many workers.
As a builder - wonders are key to my strategy. It continually drives me nuts when an automated worker destroys a mine to irrigate a sqaure. Even more ludicrous - I've seen one automated worker irrigate a square, then watch as one turn after it's complete -- another automated worker will destroy the irrigation and mine the square.....
There are points when it makes absolutely no sense to irrigate certain areas. Irrigating grasslands is a useless improvement until you advance governments, and even in more advanced governments - why change a mine to irrigation if everyone is being fed, but your city is at its pop limit?
I can't count the number of times I've been 2 or 3 turns short on wonder building SOLELY because an automated worker destroyed a mine and I didn't catch it in time.....
I know -- the easy answer is 'don't automate your workers', but the point is things like worker automation, city governors, etc were supposed to make certain mundane aspects of game play easier. There are so many problems like this - exactly why would a city governor EVER choose to place production on a non-river virgin 2 food/no shield square instead of a virgin 2 food/1 shield square? I've seen it!
The concept on many of these 'automated' features seems good - but I have to give the implemenation and follow-through an 'F' - unless I missed a patch or something somewhere....
Considering the fixes seem soooo easy.... why not force a confirmation pop-up before a worker overwrites a prior improvement, or at least allow it as a preference - I'm wondering why more attention wasn't paid to details like this?
Don't get me wrong -- I've love civ III, but frankly, it just seems like the ball was dropped somewhere between beta-testng and release.....
Is there a way to automate workers, but PREVENT them from destroying improvements (i.e, change a mine into irrigation).
I prefer building - and generally employ many, many workers.
As a builder - wonders are key to my strategy. It continually drives me nuts when an automated worker destroys a mine to irrigate a sqaure. Even more ludicrous - I've seen one automated worker irrigate a square, then watch as one turn after it's complete -- another automated worker will destroy the irrigation and mine the square.....
There are points when it makes absolutely no sense to irrigate certain areas. Irrigating grasslands is a useless improvement until you advance governments, and even in more advanced governments - why change a mine to irrigation if everyone is being fed, but your city is at its pop limit?
I can't count the number of times I've been 2 or 3 turns short on wonder building SOLELY because an automated worker destroyed a mine and I didn't catch it in time.....
I know -- the easy answer is 'don't automate your workers', but the point is things like worker automation, city governors, etc were supposed to make certain mundane aspects of game play easier. There are so many problems like this - exactly why would a city governor EVER choose to place production on a non-river virgin 2 food/no shield square instead of a virgin 2 food/1 shield square? I've seen it!
The concept on many of these 'automated' features seems good - but I have to give the implemenation and follow-through an 'F' - unless I missed a patch or something somewhere....
Considering the fixes seem soooo easy.... why not force a confirmation pop-up before a worker overwrites a prior improvement, or at least allow it as a preference - I'm wondering why more attention wasn't paid to details like this?
Don't get me wrong -- I've love civ III, but frankly, it just seems like the ball was dropped somewhere between beta-testng and release.....
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