BUG: Citizens move from improved tile to newly improved tile.

JungleBoot

Chieftain
Joined
Aug 2, 2007
Messages
29
Forgive me if this has been reported, but I couldn't find any topic that specifically mentioned this game behavior.

Symptom: A citizen currently working an improved tile will switch to the just improved tile affecting city growth and production time values.

Conditions: any city during any era that has tiles needing improvement and no automation selected within the city management interface. (no auto governor, no auto production, and no focus set.)

I noticed this more prominenly after founding the first city.

Help. Is this intentional? Citizens should work assigned tiles.
 
I've pretty much given up on all automation... definitely lowered my enjoyment factor having to check every city every other turn to see if its cutting its own throat...
 
I've seen it move to work on a newly made cottage, but that just makes sense to me (hasn't moved from a cottage that still needs work, but from another kind of square).
 
I'll give you a written example. There is no need to provide a game save as you can do this yourself in a trice (short amount of time).

1. Start a new game (or enter World Builder and set the following conditions.)

2. Found your new city (Pop. 1) near stone and corn.

3. Give yourself a single worker.

4. Make your citizen work on the stone.

5. Have the worker improve the corn.

Result: The citizen will start working the farm after improvement.

Yes, this seems like a smart move for growth. But, shouldn't it be up to me if I want the production first for a barracks over city growth?

JB
 
I'll give you a written example. There is no need to provide a game save as you can do this yourself in a trice (short amount of time).

1. Start a new game (or enter World Builder and set the following conditions.)

2. Found your new city (Pop. 1) near stone and corn.

3. Give yourself a single worker.

4. Make your citizen work on the stone.

5. Have the worker improve the corn.

Result: The citizen will start working the farm after improvement.

Yes, this seems like a smart move for growth. But, shouldn't it be up to me if I want the production first for a barracks over city growth?

JB

Which would be why you remove automation in those rare circumstances you don't like what it does. 99% of the time, the above IS the correct move. Is it supposed to read your mind and know when you want it to switch to the farm and when you want it to stick with the unimproved stone?

I think it would be far more annoying if any assignment you make is permanent, regardless of changes to the surrounding terrain. That ends up with a LOT more micromanagement.
 
I'll give you a written example. There is no need to provide a game save as you can do this yourself in a trice (short amount of time).

1. Start a new game (or enter World Builder and set the following conditions.)

2. Found your new city (Pop. 1) near stone and corn.

3. Give yourself a single worker.

4. Make your citizen work on the stone.

5. Have the worker improve the corn.

Result: The citizen will start working the farm after improvement.

Yes, this seems like a smart move for growth. But, shouldn't it be up to me if I want the production first for a barracks over city growth?

JB

Or you can switch it around,,,


1. Start a new game (or enter World Builder and set the following conditions.)

2. Found your new city (Pop. 1) near stone and corn.

3. Give yourself a single worker.

4. Make your citizen work on the corn.

5. Have the worker improve the stone.

Result: The citizen will start working the stone after improvement and your city becomes stagnate... Not a smart move?
 
I have seen this happen with the quarry built. Citizens should not switch tiles when automation is turned off. Automatic actions constitute automation in play. Kind of makes the choice pointless.
 
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