Workers ARE unfun, unstrategic, and generally tedious to players. Kill them.
But...I
gave you the reasons why they are NOT those things.
They are strategic because:
- can be captured/destroyed/interrupted (risk causes them to stop working)
- have work rate (varies with units/tech/govt.)
- must be maintained (can be lost)
- must be transported (can be lost at sea; represent transfer of materials)
- must be built (has effect on production)
- can be bought/sold
They are tedious because:
- you have to give them orders (although they can be automated)
They are un-fun because:
dh_epic says so.
The AI can use RRs to move Workers around just as well as you can using a movement-modifiying model.
Caravans can't be automated because there are too many unexpected situations to deal with.
Why would they take workers out of the game if there is no need to? Where marketing is concerned, leaving them in is more profitable than tkaing them out.
So, they will probably be in--unless I missed something--and that means that unless option (6) includes some feature than makes Workers automatable without any significant increase in MM, then (6) is not as attractive as an alternative.
Why not just forget moving Workers around via RR teleport? and have them use Roads? Because micromanagers will have an advantage as they will take the time to calculate the cost-benefit of spending gold RR-teleporting over moving the workers around via roads.
Why not just remove Worker's ability to teleport? Removes the effect of being able to move Workers around the map quickly in the later game.
Why not just get rid of Workers entirely and save a headache? Becasue of the reasons I pointed out above.
The question is: is option (6) so MM-heavy that it would interfere with normal gameplay (with Workers)?
Eliminate the cost factor (i.e. pay no gold when using RR--athough a nice additional feature) and manual use of Workers would be less of a hassle as you wouldn't be prompted each time but the GoTo order would be a pain in some situations. Getting the AI to use this model effectively (efficiently) would be difficult.
Combine the Worker problem with the other strategic factors I mentioned earlier and option (6) seems like a less viable option.
Again, it's a significant deviation from the original format only to
increase MM rather than minimize it, and that would seem to contradict the franchise's direction up to now. Add to that Firaxis' new 'strategy' and the odds against something like (6) being considered are low. (Firaxis' reps talk about 'adding/removing,'while this is more like 'adding and adding some more.')
But then, I could be wrong. (Just note that most
realistic player predictions concerning Civ3 were right on (i.e. would be Civ2 but more streamlined). The only reason to second-guess Civ4 is that the engine is significantley different, thus allowing for--though not assuring--greater innovation than was seen in Civ3. Also note that they removed a lot fo stuff from Civ3 that was in Civ2 that had little to do with an improvement in gameplay but rather some odd decision-making on the design end.)
Option (7) adds a limit but doesn't increase MM or remove anything else. But virtually no one voted for it so I guess it's out as a player favorite, which is all that really matters (the discussion is more for it's own sake). Eh.