Automated/Manual workers?

TrevorB

Chieftain
Joined
Oct 30, 2005
Messages
19
OK, what I've read here seems to indicate that a lot of experienced players don't automate their workers, rather focusing them on:

Early forest clearcutting for settler production:
Building more cottages than the AI workers normally would
?? Other tasks not quite clear to me.

In my own mind, I can see how manually moving around the workers for the first 50-100 turns or so might be possible, but afterwards things get far to micromanagey, unless perhaps you could queue up orders that would take 20 turns to complete.

What preceicely do automated workers do? They certainly seem to focus on resources first before city improvement. I've caught myself hitting the A key and then yelling 'No, wait! Stop!' as they run off to get rice outside my city radius.

Is there a point at which it's safe to automate workers? Road/Rail networks might be safe. Is the AI Worker's choice for landscape really that bad? I really have quite enjoyed the end of worker micromanagement by just hitting the A key and going on with the rest of the game, but I'm worried my workers are keeping me on noble....
 
I micromanage my workers until my first major war. Then when I start getting annoyed at them I just push A and hope for the best. There is an option to tell them to improve nearest city if you don't want them running off connecting resources first.

Last game on Emperor I automated them at around 1000BC then never bothered with them except to mine the new resources that popped up (they didn't even mine the aluminium squares that had no previous improvements on them for some reason). I finished the game with a 6k score, second best civ had a little over 2k. So they don't do that bad a job and if your first cities have a good infrastructure it should be ok. Worst case scenario you'll just have to take control of the workers at one point and fine tune their work.
 
The decisions made for the automated workers tend to be sound, but they are short-sighted and no necessarily in compliance with your strategy. They make their decisions as if their city is the only one in the world (which is fine when you only have 1 or 2 cities). Just as in Civ3, workers seemed determined to put roads in every single tile on the map.

I don't recall ever seeing an automated worker voluntarily leave the city radius, but perhaps the AI had calculated that your borders will have expanded by the time the worker finishes the improvement.
 
Civ IV answer: Roads do nothing except facilitate movement. Once a direct road is built, further road tiles serve no purpose.

Civ III answer: The key point in your question is "nothing else to do". Road-building had much too high a priority IMHO.
 
crazybeard said:
Civ IV answer: Roads do nothing except facilitate movement. Once a direct road is built, further road tiles serve no purpose.
I'm still working on getting out of this habit, I find myself building roads when I've got much more important things to do.

Civ III answer: The key point in your question is "nothing else to do". Road-building had much too high a priority IMHO.
Aye, money money money, plus the later bonus when dropping a railroad onto every single tile. Really made the map look terrible end-game.
 
crazybeard said:
Civ IV answer: Roads do nothing except facilitate movement. Once a direct road is built, further road tiles serve no purpose.

Civ III answer: The key point in your question is "nothing else to do". Road-building had much too high a priority IMHO.

Roads don't have any purpose but movement? So I don't need roads to connect certain resources to my cities? Sorry for being a noob but the worker aspect is what I'm having so much trouble with.
 
For those of us who MM'ed our workers in civ3, MM'ing them in civ4 seems really easy and quick!

Civ4 worker AI doesn't think ahead (I'm about to learn how to farm in 2 turns) and doesn't know my long term plans.

I've also taken to disabling the city governor; it's better than civ3's city governor, but it still ticks me off. I use it sometimes--especially with worker and settler builds--but I'm turning it off more and more.
 
I leave roading til there is nothing better to do. It can be useful when attacked (takes AI longer to pillage everything it sees) and for mobility around AIs. Early game I try to connect things with the rivers; saves time.

Oh, and I'm a micromanager of workers, usually.
 
I always control workers manually.

The AI builds too many stupid, dead-end improvements -- windmills on hills better served with mines, farms when cottages turning in to towns have much better long-term value, and not enough watermills. It also cuts down trees indiscriminately without strategic foresight.

If there were a way to disable tree-cutting, windmills, and auto-farm building, and to set a preference for watermills in every suitable river square, I would probably automate.
 
When should you build roads though and where? I usually build road on every square with a resource, cottage, or mine (anything that I've built with the worker to begin with) but I build the road as I build the improvements. Like build cottage, then road, then next tile build mine, then road, etc. Should I just build the improvements and then the roads later? I really wish someone could elaborate on just this portion of worker micomanagement.
 
Hopefully they take this into consideration when developing the expansion (As I'm certain they'll release one). Having a preference page to fine-tune worker automation would be really nice. I micromanage my workers, but it's a tedious affair.
 
pajarito79 said:
Hopefully they take this into consideration when developing the expansion (As I'm certain they'll release one). Having a preference page to fine-tune worker automation would be really nice. I micromanage my workers, but it's a tedious affair.

It would be a hugely beneficial upgrade, as micromanagement takes a lot of time and the AI decisions are often short-sighted. It would be really nice to be able to turn on or off specific improvements and worker actions (i.e.: no cutting trees, no windmills, but do cut jungles and build cottages, mines, watermills, resource-specific improvements)
 
MSTK said:
Only build roads to resources that say "Requires route" when you mouse-over them, such as Wines, Horses...practically every resource.

Thank you, that's all I needed hehe. Now I can maximize my workers' efficiency.
 
When should you build roads though and where? I usually build road on every square with a resource, cottage, or mine (anything that I've built with the worker to begin with) but I build the road as I build the improvements. Like build cottage, then road, then next tile build mine, then road, etc. Should I just build the improvements and then the roads later? I really wish someone could elaborate on just this portion of worker micomanagement.

Roads must be used to connect any resource to your city. So, if you've built a mine on some gold, you must have a road connecting that tile to your city in order for the resource to have it's effect (Happy citizens). Without the road, you can still reap the food, hammers, and/or cash of any tile being worked by a citizen, including any bonus associated with that tile's resource and the improvement built there.

Aside from that, the only other benefits provided by roads are increased movement (Unless you're in hostile territory - then you need a particular promotion to be able to utilize their roads for increased movement) and connecting city trade routes.
 
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