Better controls (to reduce micromanagement)

Milan's Warrior

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Apr 8, 2004
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For me, the biggest improvement that civ4 could bring (over [civ3], 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
 
large portions of what you propose can be done with the current controls, you probably just haven't figured out how

2. never produce X in this city--use the govorner
2.1 never produce X in the following cities --use govorner and set to ciies on same continent
2.2 never produce X in any city--use govorner, and set to all cities
2.3 never produce X in cities smaller than Z--use govorne

3. automatic workers link all cities with roads--hit "build trade network" it's an advanced button
3.1 automatic workers link all cities with roads but without viaolating other civs boundaries (unless there is a ROP)--same as 3
3.2 automatic workers prioritize improvement X--don't automate them
3.3 automatic workers prioritize city Y (or cities Y, X and Z) hit "automate this city only"

4. all units attack civ X--move in stacks
4.1 all units of type T attack civ X--hit move units of same type in stack
4.2 all units of type T attack city A-- same as 4.1
4.3 half of the units created attack city A and the other half attack city B--set raslly points

5. upgrade all units--SHIFT-U
5.1 upgrade all units of type T--SHIFT-U

EDIT: I see you don't have C3C, some of the buttons, and stacks i'm talking about you probably don't know how to use, read the manual, and look for the hotkeys
 
Hi ybbor

Thanks for your answer.
I am glad to hear that many things have been already implemented in [C3C]. Now that I know that, I think it [C3C] is worth the extra money for me (I am not making any claim of intrinsic worthiness, so please don't flame me)

As said, I have only [civ3], but as far as know in [civ3] it is not possible to:

2. use the governors to do what I want to do for number 2 and subpoints of 2.
The governors will allow you to "never build wonders", "never build small wonders" but they don't allow you "never build coal plant"

4. due to the fact that stacking is not available in [civ3] I am not sure that what I am going to write next makes sense: I believe staking is much more work than what would happen with my suggestion. My understanding is that the player needs to stack the units himself/herself, instead I am wishing for the computer to perform the staking.
 
Stacking is moving all the units or all the units of a certain type in a square to another square. It is not the same as what you propose. I do not have a problem with any of what is being proposed- there can never be enough.

Few things to remember with the new commands:

1. Only commands that are worthwhile to put in- that would be used enough to be worth having
2. Won't clutter up the screen
 
i know hat some stuff i proposed doesn't do the functions your talking about, but in many cases it drasticaly reduces the effoert needed
 
One of the things Soren was key on when it came to Civ 4 was streamlining the interface and making things easier to manage.

While those improvements may not be exactly along the lines you present (rather, they would be embedded withing the game engine themselves, which means there is less need for micromanagement PERIOD, as opposed to an easier way to manage everything), I have little doubt that Civ 4 will be "improved" in that area.
 
Trip said:
One of the things Soren was key on when it came to Civ 4 was streamlining the interface and making things easier to manage.

While those improvements may not be exactly along the lines you present (rather, they would be embedded withing the game engine themselves, which means there is less need for micromanagement PERIOD, as opposed to an easier way to manage everything), I have little doubt that Civ 4 will be "improved" in that area.

That would be great.
Still, I think it would worth to have a list of all the micromanagement that we want to improve/go-away
 
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