Lazy sweeper
Mooooo Cra Chirp Fssss Miaouw is a game of words
It looks like it is an underestimated feature, which it used to apply to workers actions up to civ V.
I felt I wish I could automate workers actions even in VI, but it was not possible.
Does it makes sense to wish for a worker - mainly feature, where workers might not even be present at all in Civ VII???
I don't know, but the basic idea could still make sense. Even just for Aesthetich beauty purposes it might make sense.
Plant woods everywhere is something I always loved to do on every map I played.
Normal automatization options for workers were of few kinds.
Civ III had by far the most automatization options for workers actions with the Advanced automatization options.
These included:
Automate - (it follows civ unique cultural traits by default, somthing I always like to be able to change, e.g.
Automate: focus on production (build more mines than pastures and irrigation)
Automate: focus on growth (build more pastures and irrigation than mines)
Automate: focus on commerce (build more towns, commercial centres, luxury resources)
Automate: build trade (connect all cities and resources)(resources instantly available that needs no roads have no use for this, but I'd love it back, with roads, as no roads was pretty bad to me in Civ VI)
Automate: irrigate to nearest city
Automate: clear forest
Automate: clear wetlands
Automate: clear damage
Automate: this city only
Automate: no altering
Automate: no altering, this city only
Automate: Explore
Plus other very useful features like
Build road to
Sentry
plant woods
I always wished for (especially in Civ VI):
Automate: plant woods
Automate: repair damage
Automate: build military resources network (similar to trade, but focused on iron, horses, ivory and camels- stone if it was a needed resource for building walls and old growth forests if it was calculated also as a resource- sail boats with timber necessity eg)
Automate: build trenches to (similar to build road to, but it would build trenches and/or fences, with towers every five hexes in ancient times- similar to a Great Wall or an Adrian wall)
Also other units could have some automatizations other than explore.
Automate: Hunt down barbars and bandits (modern time barbars, similar to spies?? These could steal money or resources, but are unhappy/poor citizens of your empire that turned against your government)(also similar to sentry but could give an area of inspection)
a similar mechanic is present in EU4 for naval units, to constantly monitor a sea route up and down)
Automate: Control the skies
Automate: Bombing - all units
Automate: Set continental rally point (all newly built units will gather at the rally point)
Automate: Set rally point (only for this city)
Automate: Always build previous built order (for cities)
A new automatization action could, for example, let the AI take control of all your empire orders
Automate: A.I. take control (only available after computer tech)
with a special 2001 Space Odissey HAL event where at one point, A.I would want to declare war to everyone, nuke everyone, and decide to go for a Domination victory, and literally block you out of control.
Now you have to jump into a special minigame, where you have a few rebel units available, whilst the majority of your army units do not understands what's going on, and hunt your rebel units down,
and you have to sneak into some special government building, and switch off the power grid from there, or, if it fails, you'd need to blow up every power station in your empire (water, wind, coal, etc).
Other automatizations could be, after advanced Ecology tech, focused on other natural environment tasks.
Automate: protect nature (in AOE every tribe had one or more Boars to boost up food in early turns, and one good tactic was to go around and kill other tribes Boars before them)(parks could work map-wise without need to establish one with borders)
Automate: clean skies ( maybe a Zeppelin, other than used for scouting, or Early WWI war bombarder or troop transporter, could spread some water vapour and forming clouds, increasing the albedo)
Automate: kill the rebels ( Similar to quench revolt, but it would actually kill some of your pop in evey city to mantain stability, useful to prevent city flips- available since ancient times)(only unique civ units also could do this- Roman legionaire, Aztec Jaguar warriors).
Automate: Make Desert (you are the exact opposite of a green peep, maybe a Desert civ...)
Automate: Make Ice Age (Again, maybe you are a snow/tundra civ)(example, spreading sulfur in the sky, throwing sulfur resource in an active volcano, maybe even sacrificing some tribes to some gods could do the job - they would still use sulfur or something, but if it's a sacrifice panthon-god civ, it could need no actual sulphur resource to darken the skies and start a mini-ice age)(techs could give then many more options for climate control actions- burn jungle, needs oil e.g)
Add yours:
I felt I wish I could automate workers actions even in VI, but it was not possible.
Does it makes sense to wish for a worker - mainly feature, where workers might not even be present at all in Civ VII???
I don't know, but the basic idea could still make sense. Even just for Aesthetich beauty purposes it might make sense.
Plant woods everywhere is something I always loved to do on every map I played.
Normal automatization options for workers were of few kinds.
Civ III had by far the most automatization options for workers actions with the Advanced automatization options.
These included:
Automate - (it follows civ unique cultural traits by default, somthing I always like to be able to change, e.g.
Automate: focus on production (build more mines than pastures and irrigation)
Automate: focus on growth (build more pastures and irrigation than mines)
Automate: focus on commerce (build more towns, commercial centres, luxury resources)
Automate: build trade (connect all cities and resources)(resources instantly available that needs no roads have no use for this, but I'd love it back, with roads, as no roads was pretty bad to me in Civ VI)
Automate: irrigate to nearest city
Automate: clear forest
Automate: clear wetlands
Automate: clear damage
Automate: this city only
Automate: no altering
Automate: no altering, this city only
Automate: Explore
Plus other very useful features like
Build road to
Sentry
plant woods
I always wished for (especially in Civ VI):
Automate: plant woods
Automate: repair damage
Automate: build military resources network (similar to trade, but focused on iron, horses, ivory and camels- stone if it was a needed resource for building walls and old growth forests if it was calculated also as a resource- sail boats with timber necessity eg)
Automate: build trenches to (similar to build road to, but it would build trenches and/or fences, with towers every five hexes in ancient times- similar to a Great Wall or an Adrian wall)
Also other units could have some automatizations other than explore.
Automate: Hunt down barbars and bandits (modern time barbars, similar to spies?? These could steal money or resources, but are unhappy/poor citizens of your empire that turned against your government)(also similar to sentry but could give an area of inspection)
a similar mechanic is present in EU4 for naval units, to constantly monitor a sea route up and down)
Automate: Control the skies
Automate: Bombing - all units
Automate: Set continental rally point (all newly built units will gather at the rally point)
Automate: Set rally point (only for this city)
Automate: Always build previous built order (for cities)
A new automatization action could, for example, let the AI take control of all your empire orders
Automate: A.I. take control (only available after computer tech)
with a special 2001 Space Odissey HAL event where at one point, A.I would want to declare war to everyone, nuke everyone, and decide to go for a Domination victory, and literally block you out of control.
Now you have to jump into a special minigame, where you have a few rebel units available, whilst the majority of your army units do not understands what's going on, and hunt your rebel units down,
and you have to sneak into some special government building, and switch off the power grid from there, or, if it fails, you'd need to blow up every power station in your empire (water, wind, coal, etc).
Other automatizations could be, after advanced Ecology tech, focused on other natural environment tasks.
Automate: protect nature (in AOE every tribe had one or more Boars to boost up food in early turns, and one good tactic was to go around and kill other tribes Boars before them)(parks could work map-wise without need to establish one with borders)
Automate: clean skies ( maybe a Zeppelin, other than used for scouting, or Early WWI war bombarder or troop transporter, could spread some water vapour and forming clouds, increasing the albedo)
Automate: kill the rebels ( Similar to quench revolt, but it would actually kill some of your pop in evey city to mantain stability, useful to prevent city flips- available since ancient times)(only unique civ units also could do this- Roman legionaire, Aztec Jaguar warriors).
Automate: Make Desert (you are the exact opposite of a green peep, maybe a Desert civ...)
Automate: Make Ice Age (Again, maybe you are a snow/tundra civ)(example, spreading sulfur in the sky, throwing sulfur resource in an active volcano, maybe even sacrificing some tribes to some gods could do the job - they would still use sulfur or something, but if it's a sacrifice panthon-god civ, it could need no actual sulphur resource to darken the skies and start a mini-ice age)(techs could give then many more options for climate control actions- burn jungle, needs oil e.g)
Add yours:
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