No Builders!!!!! Whoa!!!! Micromanagement gets a debuff! Yay!!

I actually made that prediction and hope some time ago, seeing how civ6 already introduced districts being built from the city screen.

I really like that. Workers/builders were really redundant - they only added pointless "micro" with no real strategizing, didn't interact with any other game systems, and were an abstract arcadey unit not making any real life sense. The only "strategy" they involved was being frustrated by them being kidnapped by barbarians.

It definitely made sense to remove them, both for gameplay and "immersion" reasons. I prefer tile improvements being abstracted as "part of the city growth" rather than seeing cartoonish men with hammers striking them to create farm (?) or mine (?)/
 
You can experience this today in a Civ-like game in Millennia.

It largely works pretty well there, where it's replaced by "improvement points" which accumulate gradually based on which improvements you have in your cities - build a crane, and you get more of them. The only place where it doesn't work as well is that it's a bit easy to forget that you can now improve something, although they've improved the UI for that to make it harder to forget for too long.

So, yes, I think this could work well. Though I'll have to enjoy building railroads with Military Engineers in the meantime.
 
I was about to write that these guys look like workers (they seem to be using shovels to build something), but they look like egyptian medjay (one guy is even standing there with shield and a khopesh). Military units building something? A road maybe?

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I love the micromanagement of improving my land with workers in the older games. But not every game needs to have this feature. As long as there is enough interesting things to do on each turn, such a removal doesn't matter to me. And both the complex look of the cities and the fact that Firaxis is an experienced developer, suggests that the turns will be interesting.
 
Without workers, how do you build roads? Someone please spoonfeed me.

Not having workers is fine. Assuming a game lasts 4 hours, and there are 30 actions per minute, that's 7200 decisions to make every game.
 
Also, according to the vid I've watched through, no real citizen management also. Outside of specialists later on, your pop growth simply means more districts, which all contribute yields. Add in the Commander stuff and many other features (including the civ changing every Age imo), and I get the picture that tackling micromanagement and late game boredom has clearly been a priority for the team. You won't be saddled by handling dozens of city priorities, moving 30 units halfway across the map as one, or by having your Classical-era uniques already long gone by the time you hit Industrial.
 
I actually really enjoyed the workers. I have not seen the gameplay yet. But I am hoping the game is still fun without it. I enjoy getting workers and making a decision on what they are going to do
I actually made that prediction and hope some time ago, seeing how civ6 already introduced districts being built from the city screen.

I really like that. Workers/builders were really redundant - they only added pointless "micro" with no real strategizing, didn't interact with any other game systems, and were an abstract arcadey unit not making any real life sense. The only "strategy" they involved was being frustrated by them being kidnapped by barbarians.

It definitely made sense to remove them, both for gameplay and "immersion" reasons. I prefer tile improvements being abstracted as "part of the city growth" rather than seeing cartoonish men with hammers striking them to create farm (?) or mine (?)/
 
I actually really enjoyed the workers. I have not seen the gameplay yet. But I am hoping the game is still fun without it. I enjoy getting workers and making a decision on what they are going to do
That's fair, but before workers people liked that settlers did those things and didn't like the settler/worker abilities split up. It'll just take some getting used to the change, I believe.
 
You can experience this today in a Civ-like game in Millennia.

It largely works pretty well there, where it's replaced by "improvement points" which accumulate gradually based on which improvements you have in your cities - build a crane, and you get more of them. The only place where it doesn't work as well is that it's a bit easy to forget that you can now improve something, although they've improved the UI for that to make it harder to forget for too long.

So, yes, I think this could work well. Though I'll have to enjoy building railroads with Military Engineers in the meantime.
They had a system like this in Civilization: Call to Power back in 1999, where you accumulated a bank of points to spend on improvements which were built immediately. No builders or workers. Worked really well, actually. Come to think of it, there were several things from CtP that I just adored, like orbital and underwater cities.
 
I actually like the micromanaging of moving builders around…gave me some movement decisions during turns after my scouts were useless. Nice to have a player piece that isn’t combat related. Hopefully there is something appealing and tedious to replace it :p

I haven’t watched any streams…so like when a stone resource tile becomes a part of your borders, it automatically builds a quarry on it? Or is it something you have to build through your city center clogging up your queue?

Aw no more goodie huts granting me a builder…
 
In Civ IV a lot of strategy was implemented with workers. So, if they eliminate the workers, they eliminate that strategy. Granted, the casual player on lower difficulty might not comprehend that, not having been pushed to gain the time. They have to make that up, it's a strategy game. In a sense, the low hanging fruit is the artwork, graphics, the sound, and the historic immersion. Those are the experiential elements. The strategic gameplay hasn't really been unveiled.
 
So, according to the videos from those who have played, no more builders! Cities grow, and the tiles are improved with the growth.

No more making stupid builders do what you want, because the auto function won't. Plus in my opinion.
it has always been Administrative order issued to cities. this followed Humankind.
F Xis took Amplitude's Humankind VERY SERIOUSLY!

and this is what it should be. yes it follows @Boris Gudenuf 's propsal
well I'm doing Sommoning spell too much on him :P
 
Oh!

No builders would be sad. Guess that would also mean no ‘improvements’. I really liked the way improvements / districts / terrain worked in Civ 6 - losing builders and improvements might mean losing that dynamic too, which is disappointing.

Guess we’ll see what happens.
 
In Civ IV a lot of strategy was implemented with workers. So, if they eliminate the workers, they eliminate that strategy. Granted, the casual player on lower difficulty might not comprehend that, not having been pushed to gain the time. They have to make that up, it's a strategy game. In a sense, the low hanging fruit is the artwork, graphics, the sound, and the historic immersion. Those are the experiential elements. The strategic gameplay hasn't really been unveiled.
it could be subjected to changes. AFAIK it is better done as city orders. I don't really like Builders micromanagement much. also Combat Engineer as a separate unit is silly to me.
 
I was about to write that these guys look like workers (they seem to be using shovels to build something), but they look like egyptian medjay (one guy is even standing there with shield and a khopesh). Military units building something? A road maybe?

View attachment 700096
Roadlinks automatically.
and OYES! Rivers now a navigable river as in IRL. This means fun. This means trade. and riverine traderoute is a serious business back in the day, before the railways, before tarmac highways.
 
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