Bring back the Caravan!

:D :mischief: Yes, very funny Trip! I am very glad you didn't use the 'un-civ like' argument. When all is said and done, though, I would much rather see all 'unit-based' systems not directly related to combat, in some way, abstracted im the same manner as espionage and trade-and that includes workers! That is merely my opinion, though, and I doubt that a failure to remove workers would in any way affect my decision to buyt the game or not! It just would be nice to see this micromanagement removed!

Yours,
Aussie_Lurker.
 
Who knows, with the modding ability that CIV will provide, maybe there will be a "Public Works" mod one day.
 
I think erring on the side of automation is better. I don't think it's that bad to have them completely automated with very little chance of avoiding a disaster.

If a caravan is in trouble, you should be able to right click on it (wither a unit, or a line) and say "freeze trade route". That's how you deal with impending threats. You could also right click on it and "re-negotiate path".

I don't see how your only choices are pure automation versus moving a unit square by square. You can still have choices and options without having to micromanage. The key is macromanage -- issue the larger orders without having to determine exactly how it might happen.
 
sir_schwick said:
I've always said that workers should not be built but form as part of government projects assigned on terrain.

I think this is a great idea. Not unlike my idea that Caravans be automatically generated and move automatically. :goodjob:
 
Aussie and Trip - lol, I enjoyed reading that . . . lol. Your Pushing it Aussie - don't force us to use the secret weapon. lol.

dh made some good comments. I'm in favour of fully automated. But fully automated does not mean you can' have choices. As I remeber, in one Civ you could give workers priorty task like build roads/railroads or irrigation and they would go do irrigation on all the tiles they thought needed it, or they would road and rail until all tiles were done. Some you gave priotity of clearing pollution. I liked that choice very much. It was fully automated, but you still had choice - the big choices as dh refers to them. I dont see any draw backs here . . .

by all means - don't hold back . . . you havn't thus far . . .( I tried putting crazy eyes pic in at the end, but i'm hopeless wtiit this - never been that great with comps - Ironic that if you now what I use to work as). lol
 
Just throwing out something a little wild here...

What if workers were used to build trade routes? It's one less unit to keep track of. You'd go to the diplomacy screen, and if you had a spare worker, you could have their job involve the hauling of various goods back and forth.
 
They have a public works system in CTP, but the game rots! I hardly trade anyway, but I like the Civ3 interface better.
 
+10. I love this idea. It was basically an expansion of my idea in 'We Should have intercity trade like in Colonization'. You just expanded it to international trade.
 
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