and how do propose the governor will know your strategy? guessing? one of the reasonable solutions i stated in the other automation thread: assign values to everything (food, hammers, gold, science, gp, etc.) and have the governor pick the city "config" where the summary value will be max. however newbies will be lost [forever].
It doesn't need to know strategy. It needs to do arithmetic. You know...something a computer can do faster than humans.
When you pick wealth, the city converts
into
. The objective is to increase gold, is it not? All the game would have to do is work the tiles that produce the most gold.
In cities constructed to work hammers, or at high sliders, that would be the hammer tiles. Every...single...time.
Speaking of hammers, it does this EVEN IF YOU TELL IT TO EMPHASIZE HAMMERS. There's no way you can pass this off as it "not knowing strategy". My
strategy is in my actions of telling it to work hammers. Work them! It is impossible to pass of the current reaction to building wealth/research as anything but faulty coding. It doesn't help us and it sure as @#% doesn't help the AI.
That's why you do it yourself.....
Maybe some people like repeating actions they know about over and over and over again. Maybe it'd be fun to wave a flyswatter for 15 hours straight. For the rest of us, getting the game to take care of the
tedium behind the implementation of the the strategy (which is, mind you, still decided by the player) is more fun.
If the actions can be adequately automated, more micromanagement is not inherently better. It is inherently worse. If you really know a repeated action is optimal, forcing the player to do it just wastes time. I don't LIKE wasting time, and I doubt I'm alone.
It's the same thing with waypointed units and airlifts ----> why not, exactly? If you have an airport and a target city, why can't the game handle this? It can. I know it CAN, because i've seen automated corp execs airlift themselves. If you set a waypoint on ANOTHER CONTINENT, your intention should be pretty clear...but no dice. So, anyone who wants to airlift the 5-10 units they produce per turn as to commit to five to ten times the amount of actions (technically more than that by a lot, since the cities aren't exactly on one screen normally). If you're doing that for 50 turns, this can turn into a half hour of your life just pointing and clicking to do something that you know you want to do, the game knows you want to do it, doing it for you if you instructed it wouldn't damage gameplay...
But it still doesn't happen. In many ways, the governor building research and working marginal crap low-yield commerce tiles that will never, ever yield more of what you're emphasizing is just the same. Yes. I can turn the governor on, emphasize hammers, build something, turn the governor off, and then click wealth. I can even do it while selecting multiple cities. That's an extra 10 minutes per game at least though, all over something completely stupid. THE CURRENT WAY IS ALMOST NEVER OPTIMAL. In fact, the current way hurts gameplay, because you KNOW the AI does this crap too, and then they have to give it 23598273059827 bonuses because it doesn't know how to click emphasize hammers, and even if it did the governor doesn't know what that means half the time.