dh_epic said:
I don't think we should be limited by the past. Especially board games.
Board games offer something substantial with which to play. You get a game board, you get units or icons to place on the board, and you interact with the units and icons of rival players. The simple, physical nature of it makes it more inviting to new players. The more abstract the game becomes, the less welcoming it is to new players. That's a big deal for a game like Civ.
The -only- difference between classic Civ workers and an abstracted worker is picking the unit up off the board: changing the unit from a substantive thing into a concept. If the function of the worker is otherwise still the same -- to make improvements to tiles, and to take time to do it, and to be limited in how much can be done by the number of available workers -- then where is the gain?
I submit to you that the loss of substance in abstracting the worker exceeds the gain (if it even is a gain) of not moving the workers.
I submit to you that choosing which tiles to work (with no movement consideration) is no different than moving workers around via infinite rails. (I thought you were one of those who are against infinite movement? It's good for workers but not for military? How do you figure that?)
To me, the point at which workers can be moved around infinitely is usually the point at which messing with the workers becomes boring in Civ3. I have to wonder if infinite movement on workers would make them too powerful. They stop being a tactical exercise. Should the whole concept of workers then be abstracted? Why even bother with them at all?
If there aren't meaningful limits on which tiles to work, wouldn't that, in the end, actually WORSEN the micromanagement load? Instead of managing your workers including their movement, you'd simply have on-demand tile upgrades available with no effort, and you'd constantly be tuning in to the most boring details of your cities looking for the next most urgent need. I'm not convinced that would be an improvement.
Limited Worker Movement causes players to manage workers one unit at a time in real time, where instead of having to consider YOUR ENTIRE CIV with each worker, you can only focus on a few local options, one worker at a time. Would it really be better to remove the limits that keep workers a local activity with a local focus, whose choices can be worked out on the fly? Would it really be better to make workers a national resource that players can manhandle? If there are gains to be made from planning your infinite movement work force to the Nth degree, won't players feel COMPELLED to do so, even if it feels like operating a spreadsheet?
It's one thing to notice a problem. It's something else to find a good solution.
- Sirian