EmperorFool
Deity
I don't know which would be harder: a new screen or coding up the logic to select which order to handle next.
An easy, naive approach when a worker completes a task is to work on the closest task. This would lead to small inefficiencies, e.g. when a closer worker will complete their current task before the worker looking for work could get to the tile, but I doubt many humans take that into consideration now.
I micromanage my workers quite heavily. I team them up and prioritize the work queue based on a mixture of closeness and usability (can the new mine be worked now or in a few turns?). I build railroads on mines and lumbermills first, sending a group of workers to my main production cities so they arrive as I complete research on Railroad.
I suspect that I would not use this feature in any incarnation, only because I like that part of the micromanagement. Yes, I'm weird.
So I'd definitely like more input from people that would use a smarter worker automation feature like this. The reason I liked marking plots with what to build is that it would fit in with this strategy layer code quite well.
An easy, naive approach when a worker completes a task is to work on the closest task. This would lead to small inefficiencies, e.g. when a closer worker will complete their current task before the worker looking for work could get to the tile, but I doubt many humans take that into consideration now.
I micromanage my workers quite heavily. I team them up and prioritize the work queue based on a mixture of closeness and usability (can the new mine be worked now or in a few turns?). I build railroads on mines and lumbermills first, sending a group of workers to my main production cities so they arrive as I complete research on Railroad.
I suspect that I would not use this feature in any incarnation, only because I like that part of the micromanagement. Yes, I'm weird.

So I'd definitely like more input from people that would use a smarter worker automation feature like this. The reason I liked marking plots with what to build is that it would fit in with this strategy layer code quite well.
No, instead I'll forget to Lumbermill four forests in my primary production city until I'm researching Fusion. So... yeah, we all make our little mistakes *cough, cough*




