Milan's Warrior
Peacelord
- Joined
- Apr 8, 2004
- Messages
- 621
For me, the biggest improvement that civ4 could bring (over
, I don't own the expansions) are better controls, controls that simplify micromanagement. All what I list here below can already be done, but it must be done by hand, and that is a lot of wasted, boring time.
Here is a NON EXAUSTIVE list of controls: feel free to add more:
1. switch the production in all cities to X
1.1 switch the production in all cities that currently produce Y to X
2. never produce X in this city
2.1 never produce X in the following cities
2.2 never produce X in any city
2.3 never produce X in cities smaller than Z
3. automatic workers link all cities with roads
3.1 automatic workers link all cities with roads but without viaolating other civs boundaries (unless there is a ROP)
3.2 automatic workers prioritize improvement X
3.3 automatic workers prioritize city Y (or cities Y, X and Z)
4. all units attack civ X
4.1 all units of type T attack civ X
4.2 all units of type T attack city A
4.3 half of the units created attack city A and the other half attack city B
5. upgrade all units
5.1 upgrade all units of type T
5.2 upgrade D% of the units of type T
5.3 upgrade D% of the units of type T, as evenly distributed as possible accross cities
5.4 spend X% of the money each turn to upgrade units
6. wake all units of type T
6.1 wake all units of type T, except 2 of them per city (to be left fortified)
You got the idea, feel free to add
![Civ3 Icon [civ3] [civ3]](/images/smilies/civ3.gif)
Here is a NON EXAUSTIVE list of controls: feel free to add more:
1. switch the production in all cities to X
1.1 switch the production in all cities that currently produce Y to X
2. never produce X in this city
2.1 never produce X in the following cities
2.2 never produce X in any city
2.3 never produce X in cities smaller than Z
3. automatic workers link all cities with roads
3.1 automatic workers link all cities with roads but without viaolating other civs boundaries (unless there is a ROP)
3.2 automatic workers prioritize improvement X
3.3 automatic workers prioritize city Y (or cities Y, X and Z)
4. all units attack civ X
4.1 all units of type T attack civ X
4.2 all units of type T attack city A
4.3 half of the units created attack city A and the other half attack city B
5. upgrade all units
5.1 upgrade all units of type T
5.2 upgrade D% of the units of type T
5.3 upgrade D% of the units of type T, as evenly distributed as possible accross cities
5.4 spend X% of the money each turn to upgrade units
6. wake all units of type T
6.1 wake all units of type T, except 2 of them per city (to be left fortified)
You got the idea, feel free to add