King Flevance
Deity
I think I will like the new system of trying to go worker free. I mostly play resource management games, so I do understand the appeal for many people of the worker unit - but resource management is not always improved by tedious micromanaging. Really, just access to the information of "cost vs. gain". A rural Tile will take me 3 turns, a farm - another 4 turns, cool 7 turns. Or a worker will cost me 8 turns, then 5 turns to build a farm, etc. I much prefer the idea of the city "building" a tile improvement over building and managing workers. Ultimately, I just want the tile upgrade - no need for an extra step in between that could potentially be wasted if I don't pay close enough attention. I certainly see the bargain in the worker if you can protect them though.
For me Civ is more about the diplomacy mixed with map exploitation (resource management/ military tactics) and economic specialization (science, culture, etc.) Workers do tend to mostly just distract me from the parts I enjoy. Especially when you have 20-30 of the little guys running around. 2 or 3 groups needing orders every turn, I have like 10 things I am trying to focus on and then I forget to check something. Or the dreaded moment when you capture like 8 workers from a war and deleting them seems wasteful because you have all these rails to build - but now you have to map out these logistics of where THESE new workers are going to start contributing. Or maybe you should just delete them because, screw it - you don't need the rails THAT bad, but it seems like a waste. Meh...
For me Civ is more about the diplomacy mixed with map exploitation (resource management/ military tactics) and economic specialization (science, culture, etc.) Workers do tend to mostly just distract me from the parts I enjoy. Especially when you have 20-30 of the little guys running around. 2 or 3 groups needing orders every turn, I have like 10 things I am trying to focus on and then I forget to check something. Or the dreaded moment when you capture like 8 workers from a war and deleting them seems wasteful because you have all these rails to build - but now you have to map out these logistics of where THESE new workers are going to start contributing. Or maybe you should just delete them because, screw it - you don't need the rails THAT bad, but it seems like a waste. Meh...