I'm confused why this is even a debate.
PW takes away the choices settlers force you to make. Can somebody tell me what PW adds to the Sid model of decision-based gameplay? If auto-worker was the only option you had to build a road, then I would understand the complaint about auto-worker. But it's not. Many players never even use the auto function and that makes it a game STYLE issue, not a game PLAY issue. If you want PW for your game style, I certainly understand. And if the auto-settlers in Civ 3 are as poorly functioning as they were in the past, you have my sympathy.
But why adcovate a style improvment at the cost of game play? You are taking away the basic mechanics and economics of the game -- such as having to choose which city will spend the resources to support the unit who builds the road to get to another city that spends the resources, and so on. If that is silly to you, than we have nothing to discuss. But these ARE the economics of the game, status quo. And having to choose between building swords or plows are extremely important economics of city production as well. Their absense from CTP is one reason why that game is nothing near the game that Civ is. Because the bottom line is each of these concepts that I mention here are represented on every Civ game map, where they can be directly opposed and defeated by an oponent.
By contrast, the PW system is abstracted at the highest level of game play, and its only contribution as far as I can tell is the afore-mentioned improvement in gaming style, a boon to those players who prefer not to micro-manage settlers.
Can somebody explain to me how PW would improve Civ for a player who neither uses auto-workers nor chooses so unwisely as to build "300 settlers" to cover the map with improvements? (This latter complaint isn't really valid because it implies a player who would remedy their own wisdom deficiency by simply taking away any choice that required it).
[This message has been edited by raingoon (edited April 14, 2001).]
PW takes away the choices settlers force you to make. Can somebody tell me what PW adds to the Sid model of decision-based gameplay? If auto-worker was the only option you had to build a road, then I would understand the complaint about auto-worker. But it's not. Many players never even use the auto function and that makes it a game STYLE issue, not a game PLAY issue. If you want PW for your game style, I certainly understand. And if the auto-settlers in Civ 3 are as poorly functioning as they were in the past, you have my sympathy.
But why adcovate a style improvment at the cost of game play? You are taking away the basic mechanics and economics of the game -- such as having to choose which city will spend the resources to support the unit who builds the road to get to another city that spends the resources, and so on. If that is silly to you, than we have nothing to discuss. But these ARE the economics of the game, status quo. And having to choose between building swords or plows are extremely important economics of city production as well. Their absense from CTP is one reason why that game is nothing near the game that Civ is. Because the bottom line is each of these concepts that I mention here are represented on every Civ game map, where they can be directly opposed and defeated by an oponent.
By contrast, the PW system is abstracted at the highest level of game play, and its only contribution as far as I can tell is the afore-mentioned improvement in gaming style, a boon to those players who prefer not to micro-manage settlers.
Can somebody explain to me how PW would improve Civ for a player who neither uses auto-workers nor chooses so unwisely as to build "300 settlers" to cover the map with improvements? (This latter complaint isn't really valid because it implies a player who would remedy their own wisdom deficiency by simply taking away any choice that required it).
[This message has been edited by raingoon (edited April 14, 2001).]
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