K.F. Huszár
Aug 05, 2004, 08:22 AM
Hello guys,
I read a lot here about the danger of micromanagement - and I also suffer of it when playing Civ3.
Now, here is a definitely new approach of it. Let the AI do all the micromanagement for you! - of course, only those actions, you are bored of or are routine.
So, I would suggest, that ministers should not only be advisors. City governors should not only be what-to-build minors.
For example, you could divide up your resources among your ministers. If your cultural minister suggests: "We need more cathedrals!" - then let him build!
This system would also draw a conclusion, that you could build more facilities at the same time in a city. E.g., there is a city production of 16 shields. The cultural minister has a 25% share - thus, your cultural minister could build a cathedral at the speed of 4 shields per turn!
Some part of the city income would remain in the city, and the governor could spend it on the area he is set on.
And as military leaders: you could produce generals, to whom you could attach units, and for whom you could issue commands like this: "Advance quickly to city X" or "Defend tile A,B,C and E at all costs" so. These generals might get better as they win battles - or might get worse as they lose battles... The commands variety has to be worked out well, but 8-10 commands would be enough.
Anyway, this system could be turned on/off, in cases when you need to adjust the proper settings manually.
This way, your task would be mainly the planning - and your AI servants could do the dirty work.
Oppinons???
I read a lot here about the danger of micromanagement - and I also suffer of it when playing Civ3.
Now, here is a definitely new approach of it. Let the AI do all the micromanagement for you! - of course, only those actions, you are bored of or are routine.
So, I would suggest, that ministers should not only be advisors. City governors should not only be what-to-build minors.
For example, you could divide up your resources among your ministers. If your cultural minister suggests: "We need more cathedrals!" - then let him build!
This system would also draw a conclusion, that you could build more facilities at the same time in a city. E.g., there is a city production of 16 shields. The cultural minister has a 25% share - thus, your cultural minister could build a cathedral at the speed of 4 shields per turn!
Some part of the city income would remain in the city, and the governor could spend it on the area he is set on.
And as military leaders: you could produce generals, to whom you could attach units, and for whom you could issue commands like this: "Advance quickly to city X" or "Defend tile A,B,C and E at all costs" so. These generals might get better as they win battles - or might get worse as they lose battles... The commands variety has to be worked out well, but 8-10 commands would be enough.
Anyway, this system could be turned on/off, in cases when you need to adjust the proper settings manually.
This way, your task would be mainly the planning - and your AI servants could do the dirty work.
Oppinons???