aieeegrunt
Emperor
- Joined
- Jan 8, 2021
- Messages
- 1,644
Sort of a rough thought but maybe remove workers completely as a unit?
Yes
Instead when you want to build something (road/improvement/wonder/etc) you click the tile you want to build on and select whatever you want to build from the options...and then it takes population from the nearest city for however many turns the building will take (to represent work crews having to come out to build the thing). And then when the thing is built the population automatically return to their city.
Or have tile improvements be purchesable with hanmers/gold/faith or whatever
We already do this with buildings and units
civ would become poison if they removed interesting choices (workers and improvements, trade routes) and added more uninteresting choices (geography-based yields, appeal).
and again, at some level, if you are playing civ you are playing a game that is micro intense. if you are complaining about moving around 5 workers, don't even bother micromanaging what tiles your citizens are working... (and certainly don't try playing a Paradox game, btw)
and by the way, i dont even micro tiles worked at a certain point, and the game automates that. im pretty sure you can just automate workers if you really dont want to deal with it.
I swear this “but its only five workers” bs has already been thoroughly debunked, possibly in this very thread
Other 4x games have done the “purchase tile improvements” thing. It works way better
The World Congress as implemented. It's been driving me nuts lately. It could be so much more than just voting on the same crappy proposals that have the same crappy outcomes.
Its absolute garbage on every level
I have so many fond memories of my luxuries becoming useless or being unable to build oil power plants because a bunch of people I never met had a meeting on the other side of the world