Vizurok
Magyar Soldier
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And this is another idea by Sir Schwik:
Link to the original thread
These arethe best ideas Ive ever seen!!! Maximal respect to dh_epic and Sir Schwik, who designed this idea! There were lots of 'arguements' about this topic and about 50% liked the idea and about 50% disliked it.
That's why I would like to know the answer for this question:
Do you want to change the current worker system to this system?
And finally, on micromanagement, I'll prove scientifically that there is less micromanagement if I have to. I'm perfectly willing to concede subjective stuff like "it will be more fun" (even if I'll stand by what I think would be fun). But I guess I haven't done a good enough job of explaining the difference.
OLD SYSTEM:
Decisions you have to make:
1. where to put the improvement
2. what improvement to build first
3. which worker will I move there
4. what's the fastest, safest way to move there
5. would it be more efficient to build something along the way?
Buttons you will have to press:
1. clicking on the map to move it around
2. click on the worker
3. use the keyboard / mouse to tell the worker where to go to
4. click on the improvement (or use hotkey) to start it
5. repeat x times for x workers on the same improvement
6. repeat for multiple improvements
NEW SYSTEM
1. where to put the improvement
2. what improvement to build first
3. nope
4. nope
5. nope
Buttons you will have to press:
1. clicking on the map to move it around
2. nope
3. nope
4. click on the improvement (or use hotkey) to *select* it
- new: click on the priority to make it happen sooner / later
- new: click on the map to plop it down
5. nope
6. repeat for multiple improvements
COMPARISON:
- the new system removes 3 decisions
- the new system removes 3 clicks, adds 2 clicks = net of 1 click removed
- multiplied by X workers, this is actually a removal of X clicks
- the new system involves less micromanagement, and makes room for new concepts
This is assuming that building a worker in the old system and drafting a worker into the pool in the new system takes an equal amount of time. It doesn't. Drafting a worker into the pool in the new system can be done in the main map. Don't make me go through this one too I will I have have to, though.
And this is another idea by Sir Schwik:
All settlements would have a different number of Municipal Workers:
1/2/4 for Town/City/Metropolis
Improvements and technology would add workers.
Technology would improve worker rates.
If not used for any construction, they will not cost any maintenance. When they work locally, they use 1gpt. When used outside their local duristiction they cost 2gpt. When used oustide your borders, they cost 4gpt.
Some stuff concerning where they are defined as being.
Local: Any square in or touching the cities cultural border.
Nation: Any square in or touching the national border.
Extra-national: A military unit must be able to reach the square within 1 turn(physical presence required).
How are improvement assignments made?
You would click a button(hotkey avaliable) to open up a small bar with the Improvements listed. An improvement type(Road, RR, Irrigation, Mines, Reforest, Deforest, Pollution) would be listed. Those could be selected by click or hotkey. Numbers would also appear on the right side of the Improvemehnt box, this would be your avaliable worker pool. It would rea dlike this Local Workers(National Workers). THe local worker number would be dependant on where your cursor was.
Whenever you had the cursor over the square, it would have different colors indicating what status the terrain improvement and worker situation.
Red: Cannot comply. No workers avaliable, not right conditions(irrigation w/o water).
Green: Local rates/labour.
Yellow: National rates/Labour.
Orange: National labour/ international rates.
Green,Yellow, or Oragne striped with Red: Corresponding rates, but you will destroy anohter improvement.
You would simply left click and the job would be assigned. Of course you could also manually change worker origin and such with right-clicks, this is jsut a less time-consuming way to do it.
There would be a limit on how many workers per square to simulate more moderate growth in cities.
Of course the costs may seem a bit high, but it will prevent civilization from having advanced road systems in 3000 BC. I always found that a bit unrealistic, even though I used that to hurry my early game rushes.
This system still lets you prioritize and micromanage improvement, on any square. It also eliminates worker to population exploits(feeding small cities from the river cities). Of course then a migration option should be allowed for cities that are much larger then local cities.
Link to the original thread
These arethe best ideas Ive ever seen!!! Maximal respect to dh_epic and Sir Schwik, who designed this idea! There were lots of 'arguements' about this topic and about 50% liked the idea and about 50% disliked it.
That's why I would like to know the answer for this question:
Do you want to change the current worker system to this system?