Should city governor build workers?

Should city governor build workers?

  • No. Buildings only.

    Votes: 7 35.0%
  • Only when 'workers start automated' menu option is active.

    Votes: 9 45.0%
  • Yes.

    Votes: 4 20.0%

  • Total voters
    20
I'll buy that. But...

What about fishing boats?

What about barracks versus libraries?

What about coal plants?
 
I'll buy that. But...

What about fishing boats?

What about barracks versus libraries?

What about coal plants?

Well, we can discuss them in other polls :)

But, of course, I think city governor shouldn't build fishing boats and prioritize libraries over barracks. I don't agree about city governor not building coal plants, though.
 
Is there a compelling reason for why the governor should not build workers? I can't see any problem with it as long as we're already supposing the player is happy with letting the game make some of its decisions for him or her.

If the governor is building workers when you clearly don't need them, then an AI tweak would be in order - not a ban on governor build options.
 
The governor will build two unit types: workers and fishing boats. Otherwise, the governor just builds buildings.

I can see a logic in building fishing boats and workers if it will help the city in question. I don't see the logic in a city building a worker to create an improvement that helps some other city. Even more so for the fishing boat.

I use the governor on unimportant cities that will never amount to anything beyond extending my borders. However, it is not optimal that they crank out fishing boats during war, nor is it optimal that they stop growing to build workers in order to make nonsense roads or forts on extraneous resources.
 
The purpose of the city gouvernor for me is to look after cities, I don't want to bothered with any more. If that guy produces workers and fishing boats the finished units bother me again - at least the working boats do so. And buildings can only be built one time per city. Automating worker and fishing boat production could result in spamming. Definitely don't need that.
 
I think city governor shouldn't build workers, except in one situation: when the menu option 'workers start automated' is active. What do you think?

I think you should never use city governors, especially for deciding what to build. They're very stupid. Production automation is a really bad idea.
 
I think you should never use city governors, especially for deciding what to build. They're very stupid. Production automation is a really bad idea.

City governor may not be very clever, but it's very useful to save time when you have to manage many cities. I usually micromanage the best cities and leave the rest (esp. those on ice, built only to grab a resource) to the governor.

What is really anoying is having to waste your time to disband the worker or work boat you don't need and retake the control of that city to prevent the spamming of workers/work boats...
 
City governor may not be very clever, but it's very useful to save time when you have to manage many cities. I usually micromanage the best cities and leave the rest (esp. those on ice, built only to grab a resource) to the governor.

Completely agreed. Why spend vital brainpower deciding what to build next in some city that will never produce anything useful? I want to minimize these interruptions to my concentration. That's why I turn on the governor as my civilization gets large.

Feel free to never use the governor (but also feel free to waste your time managing useless cities). No need to tell us about it further. Those of us who see a use for the governor can continue to discuss how the governor can be improved.

My thought is that they only build worker and fishing boat if those units could improve tiles within the city's borders. I might also say don't build either during wartime.
 
I think the 'If workers start automated' then worker/workboats are allowed by the governor is a good idea. When that option is on, the player wants the computer to handle terrain management, so it should do that. Otherwise leaving it blank, the player just wants the governor to manage that one city (and global things like units the player will handle)
 
I vote for "the city governor should never be used."

(Really. I'd fire that guy. He's incompetent.)
 
I have to agree with "don't use the governor for production decisions". At the least I set up a long building queue. "Here, build a Theater, a Granary, a Library and a Market. That should take you several hundred years, Get back to me when you're done."

I used to have a fairly long queue saved in the control number set ups they let you have. However, as Unique Buildings have multiplied, I find I have to build a new pre-scripted list for nearly every game. Still it can be useful if you are doing a lot of conquering and end up with low production cities in the process.
 
I find this queue approach frustrating because of buildings that can't be built at the moment (thus can't be put in the queue) because of required tech or precursor building. The governor overcomes this problem.
 
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