Micromanaging cities

Jeff1787

Sarge
Joined
Jun 4, 2003
Messages
571
Location
The Dog House
I was letting the game manage the cities, but it seems I can do a better job myself, especially early on. However, it is time consuming. Any opinions on the subject would be appreciated.
 
I agree 100% with the original post.

I suspect that micromanagement will always be slightly better than AI simply because the programmers don't have time to write AI for the infinite number of scenarios that are bound to occur in games like Civ4.

I don't have enough experience to say just how "slight" the advantage of micromanagement is. Maybe automation would be preferred in MP games where there's a time limit.
 
If micro wasent better than AI, you could just sit back and watch the game play itself while you click "ok" a few hundred times.
 
I think a person will always be better than the AI because we can consider so many more options. However, to me it is not worth the time to micromanage all of my cities. Maybe I will need to at higher difficulty levels, but right now I only control them for the first couple turn and once I get a few cities going I let the AI take over and concentrate on other things. However, if you want to take the time to micromanage all your cities, then more power to you. You will probably beat my scores but I would rather spend my time on a second game.
 
Alistic said:
If micro wasent better than AI, you could just sit back and watch the game play itself while you click "ok" a few hundred times.
Booyakasha. (:goodjob: )

If you're not micro'ing......you might as well be playing in real-time...
 
Good micro is, IMO, one of the most important deciding factors of your strategy. I never let the computer build a single thing for me without first looking at it.

I feel a good way to save time is to think about what to build while waiting for other players to finish their turn or have a plan of attack. A solid "build order" that you deviate from on a situation-to-situatuion basis makes the decision making process a bit less cumbersome for microing.
 
If you tell the AI to "halt growth" will it halt growth only if the city is about to get unhappy or unhealthy? Or will it halt growth even if there is plenty of happy faces and medical crosses to go around?
 
Pinstar said:
If you tell the AI to "halt growth" will it halt growth only if the city is about to get unhappy or unhealthy? Or will it halt growth even if there is plenty of happy faces and medical crosses to go around?
Not to be too snarky, but... if you tell the AI to halt growth and it DIDN'T halt growth, you'd be upset, right? :lol:
 
I would think it would halt growth in the sense of "If we're about to go over our health or happy face limit, don't grow...but otherwise grow"

I didn't know if they made it dynamic.
 
"Never trust an Artificial Intelligence..." :lol:
 
Yeah I generally make all the build decisions myself, but let the "Governor" manage my citizens, unless there's a special case. For example, I need to finish that wonder in 18 turns instead of 22, so I force a citizen onto a mine instead of a farm ;) Then I just put the AI back on when it's done.
 
Well, some micro is fun, but needing to watch every city for new pop and manage that would get old.

I wish there was a way to tell a city to not use specialists EVER. One thing I've found annoying is the "governer" using specialists instead of good tiles and generating GP points that will never, ever produce a GP (since I have 1 or 2 cities specifically designed for that and they'll never come close to competing).

I usually have my "governer" place citiezens for production and commerce since they'll rarely let a city do without food and cities tend to grow way too fast if you emphasize food.
 
Pinstar said:
I would think it would halt growth in the sense of "If we're about to go over our health or happy face limit, don't grow...but otherwise grow"

I didn't know if they made it dynamic.

"Halt growth" will force the city into zero growth, immediately.
 
I always felt that my lack of patience for intense micro-management was the biggest factor holding back my Civ3 progress. It seems that Civ4 has made micro-managing a bit easier, due to the better AI and more options, if not any less important. I am thinking I should give micro-management more serious consideration this time around.
 
micromanaging the way you had to do in civ 3 (adjusting sliders, adjusting tiles, ...) is almost gone in civ 4, all excess is carried over.

the only thing I do, when a city grows, is looking wich tile makes most of what I need and when a city builds something, I look what I need next

I also turn of the AI for specialist, because he tends to use the wrond specialists
 
Back
Top Bottom