No option to puppet or even automate production?

paralistalon

Chieftain
Joined
Sep 18, 2013
Messages
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I just finished my first Diety Domination game (standard size fractal map). I used Scythia for their awesome abilities. Interestingly, I only found the cavalry to help in conquering my first neighbor in the early game. At a certain point, even helicopter armies can't easily take cities. It all comes down to rocket artilery and battleships, period. As the best strategy is to relentlessly spam cities everywhere there is space, I ended up with a lot of cities even before my conquering spree. Once I started taking out entire civs, I ended up having to pick production for like 30-40 cities. This was miserable! At a certain point, you have all the available districts and their buildings up and have to scroll down to pick like a district project. I was thankful for sewers because it made a city shut up for a half dozen turns! Also, it's super annoying when you're trying to give orders to 50 troops on multiple fronts and the game keeps switching you back and forth across the map! This was one VC I was happy to do once, but I don't think I have the stamina to do it again! Maybe if war was actually difficult again, it might keep me more entertained?
 
There's no option to automate production. However, you can collapse the categories by clicking on their name until only projects are displayed.
 
They really should have
-a basic "governor" that only builds buildings and projects... no districts

- a queue with a repeatable function (for projects/units) and the ability to put in things you don't have the prerequisites for yet.
 
The fun part of Civ 6 is deciding what to build next. Why do you want to do without that?
 
The fun part of Civ 6 is deciding what to build next. Why do you want to do without that?
Its fun when you have about a dozen cities, not when you have about a hundred.

the 2 options preserve that as well
"queue" you decide what to build, you just do the deciding when you want to.
"governor"... you would build the districts.. the really important thing.
 
A queue is, I imagine, the easiest way to ease this in the short term. I can't imagine adding a building queue system isn't on the short list for the devs. Down the road, automating governors would be nice, potentially - I believe some earlier iterations had that capability, Alpha Centauri is the only one I'm sure of.
 
I'd be fine if they gave us a way to automate at least Settlers, Builders, Traders and Projects. Except for those and the initial Slingers, I rarely seem to build more than 2 of the same unit in a row.
 
Oh my gosh, I so agree. Add to the fact that you have to reassign building projects every turn, multiple times a turn sometimes. Then add in reassigning spies; reassigning trade routes; reassigning trade deals (that your never told expired); and the cherry on the micro-tedium Sunday: Reassigning the ONLY science and culture projects available over and over again ad nausea.

Oh, and don't forget scanning all 20 cities areas each and every turn looking for barbs or enemy AI, since there is no sentry setting, and you have boredom on a global scale.
 
Luckily for us, a couple of modders did a great job to help on that (Production Queue and More Lens, which was updated today), also Unit Report Screen and Better Trade Screen. It's then really easy to manage a huge empire.

More lens was updated today and I must admit, it's really an awesome mod.
 
I miss puppets, the district system basically removed it as an option in its civ 5 form. I get to around 6-8 cities and any more and I quit out of boredom. Wasn't a problem in civ 5 due to puppets.
 
They really should have
-a basic "governor" that only builds buildings and projects... no districts

- a queue with a repeatable function (for projects/units) and the ability to put in things you don't have the prerequisites for yet.

This is a great idea. For the "governor" there should just be a simple notification system that tells you what the governor is doing and when projects are done.
 
I agree. I also build sewers (and nukes) in occupied cities.

I usually have six to eight core cities which are important, then a lot of conquered cities often in in less desirable locations. Once they have a commercial district and a harbour for getting me more trade routes for the cores cities, they have served their purpose. Especially in endgame my cultural, scientific and military output is high enough that building up the periphery doesn't matter. Puppets and automation would be great.

In my last game, I gave Egypt a few cities that I conquered from Rome as presents. I like trade routes with Cleo... ;-)
 
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