various UI features: rally points

jonathan_95060

Chieftain
Joined
Apr 3, 2003
Messages
9
Location
Santa Cruz, CA, USA
rally points
Currently, there is no way (I know of) to see what rally points lead to a particular destination.

I set half a dozen cities to send their new units to some coastal city and then 2 hours later (or perhaps the next day) I want to cancel all the rally points that lead to this city but it is impossible to find out which cities are sending the units.

showing rally point source/destinations on the map and allowing the user to delete the rally point by selecting either the source or destination square.

workers

I frequently automate all my workers and then later want to un-automate a few so I can have the do some special project BUT I don't want to interrupt any work in progress.

Checking every turn to see if an automated worker in a particular region has just completed a task and only then unautomating it is tedious.

I want to be able to select a retangular region (or perhaps an irregular polygon defined by multiple mouse clicks) and give the command that the next n workers that finish their current task should:
(1) de-automate or
(2) go to some particular location (and then prompt me like a normal unautomated worker) or
(3) same as 2 but begin some particular work.

Give me robust management tools! Perhaps (3++) would be the ability to do (3) where the command is to build road (or railroad) between 2 points.

the same technique might be used to cancel orders. The "region order cancellation" would allow me to cancel orders

(1) only for units with existing travel orders (e.g. some unit that is moving to a rally point) or
(2) wake sleeping units
 
Is there a method to control automated worker actions (globally)?

It would be helpful to be able to automate a worker and not have him,
CHOP DOWN THE FOREST!!!

Also the ability to deny the (fully) automated worker from building roads would allow that task to be more intelligently handled by automated trade route workers.
 
I second what Mathemagician just said about chopping. The automanage-variations for workers are weak. Worker action management is a key skill in the game that really matters.

I want a LOT more worker action control before I trust the game to manage my workers. "Automate worker, but don't do X or Y, etc." Maybe a popup-UI for each worker where you can tweak exactly what he may or may not do. For example, automated workers build too many cottages and screw up food producing GPP-cities. I want a way to make him automate, but never ever build a cottage unless I do it manually, etc.

Since automation of micro management has been a key design goal for Civ IV I hope Firaxis will make this a priority.
 
Mathemagician said:
Is there a method to control automated worker actions (globally)?

It would be helpful to be able to automate a worker and not have him,
CHOP DOWN THE FOREST!!!

Also the ability to deny the (fully) automated worker from building roads would allow that task to be more intelligently handled by automated trade route workers.

Added "Leave Forest" option for automated workers in 1.52 patch

Hurrah for the developers
 
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