Dhoomstriker
Girlie Builder
- Joined
- Aug 12, 2006
- Messages
- 13,457
You would think that the behaviour as you describe would be intuitive, but if you go back and play Civ I, a Worker (back then a Settler doubled as both a City-settling unit and a Worker) could actually perform a Worker action when it had no movement points... and could do so infinitely until a square's improvement was complete.The worker only performs the action if he has movement points... it of course does not work if you don't have movement points.
For Civ 4, though, what you say is correct.
@vranasm
The way to think about it is separately from cancelling: a Worker can't actually perform any work when it has 0 movement points left, regardless of whether you try to manually issue it an order, try to cancel an existing order, or even try to be creative and manually issue an order when it has 0 movement points and then immediately cancel said action. So, it's the movement points that you need to pay attention to, not the act of cancelling a Worker action, for determining whether or not a Worker can actually contribute any more work towards an improvement on the current turn.
While what you wrote sounds relatively intuitive to players who have done it for a while, and while doing so can make you feel great about having saved a turn here and there, isn't it also frustrating that the AI Workers can't be automated this intelligently? I was really hoping to see some better intelligence of Worker management or at least in-game options for customization of Worker management for Civ 5, allowing one to think about these kinds of efficiencies but without having to do all of the extra manual clicking involved. Oh well, as they say, micro is alive and well in Civ.Worker micro
Another quick way to cancel a Worker's actions is to press the backspace key when the Worker is activated, which is actually the hotkey for the "Cancel Worker Actions" button (or whatever it is called).
If you Ctrl + number your Workers (Ctrl + 1, Ctrl + 2, etc), then it's a quick number press (1, 2, etc) followed by pressing the backspace key (or, as you say, in place of pressing Backspace, pressing the Spacebar... but pressing the Spacebar carries a greater risk of you skipping a different unit's movement points accidentally if your computer miss-registers one of your keystrokes or mouse clicks).
Each of my first ten Workers get numbered manually 1 through 9 and then 0 for the 10th one, making these micromanagement tasks slightly less tedious.
Ugh, that's a lot of hatred. How do you plan to handle the diplo situation?kossin said:On the diplomacy side, I will most likely be safe for a very long time. Mansa is easy to please and he already has a worst enemy.
Be buddies with Mansa and shun Willem?
Be buddies with Willem and shun Mansa?
Stay out of things and be buddies with neither?
Try to please everybody and hope that they don't ask you to do bad things to their Worst Enemy?
Do you plan to go to war before War Elephants come into play? If not, since you aren't settling a Banana City on the Coast anyway, why not settle 1E of the PCow and 2S of the Banana? Yes, there will be a bit of a Cultural gap, but Mansa is unlikely to try and take advantage of it before your Culture expands a second time from one of those two planned Cities of yours. Maintaining Cultural control of the Ivory could prove to be an important role, and even if not, the earlier extra Happiness could be quite helpful.kossin said:Here is a possible dotmap
Actually, I read a bit further (but not all of the thread yet) and it seems that Mansa stole my idea. You sure are playing awfully quickly... is that approach normal for your "let's play" games?